Oculus Rift Support

Software: Away3D 4.x

Jonathan Hart, Newbie
Posted: 03 June 2013 05:59 PM   Total Posts: 16   [ # 31 ]

The Info sdk call and bridge code is already coded up in the osx native extension, I just hadn’t written the bridge code for it in as3 yet. I’ll attend to that next so we have it available.



Jonathan Hart, Newbie
Posted: 07 June 2013 04:27 AM   Total Posts: 16   [ # 32 ]

Thanks to contributions from Michael MacLean we now have Windows support, it was just added to the github!


I haven’t a chance to check it out on a PC but if anyone wants to, have a go.



Fragilem17, Newbie
Posted: 16 June 2013 09:09 PM   Total Posts: 15   [ # 33 ]

Can somebody confirm i’m on the right track?

I’m having a go at the barrel distortion.
Would the Filter3D and Filter3DTask base classes be the place to start?

So i have my oculus setup for away3d like this:

Create a scene with 2 views and 2 cameras
(custom camera lens to move the cameraPerspectiveCenter out of the center of the view)

Then to each view i would like to add a filter that applies a fragment shader that would do the correct barrel distortion.

as a test I’ve added an existing BlurFilter3D to both views, but it does something to the view. best explained with a screenshot.

On the left without a BlurFilter on the right with the blur. Notice how the box is moved.. any idea as to why that happens?

I’ll be uploading my code and progress on Github (https://github.com/Fragilem17/oculus-ane/tree/master/demos/away3d-simpleDemo/src/be/but/oculus)

Please if somebody knows how to actually write AGAL and knows how to translate the shader from Oculus’s SDK to it.. be my guest!


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