Peter Kim muxed-reality
  • Joined on 2019-08-30
Peter Kim commented on pull request blender/blender#124204 2024-07-09 14:42:10 +02:00
XR: Add passthrough support for Meta Quest devices

@RainerTrummer I believe any changes to the OpenXR libraries need to be merged in a separate PR. For windows_x64 I believe the platform maintainer is @LazyDodo.

The XR_FB_passthrough

Peter Kim merged pull request blender/blender#124204 2024-07-09 06:10:40 +02:00
XR: Add passthrough support for Meta Quest devices
Peter Kim pushed to main at blender/blender 2024-07-09 06:10:39 +02:00
ad58c9eaca XR: Add passthrough support for Meta Quest devices
Peter Kim suggested changes for blender/blender#124204 2024-07-08 09:14:10 +02:00
XR: Add passthrough support for Meta Quest devices

Just some minor formatting changes requested

Peter Kim commented on pull request blender/blender#124204 2024-07-07 13:23:30 +02:00
XR: Add passthrough support for Meta Quest devices

Looks good to me - great work!

I assume this has been tested with Meta Quest hardware and the Meta/Oculus runtime. Have you also tried with other headsets and/or runtimes (i.e. SteamVR)?…

Peter Kim commented on pull request blender/blender#124204 2024-07-07 13:12:22 +02:00
XR: Add passthrough support for Meta Quest devices

Maybe add comment to note end of "Meta Quest Passthrough Support" section

Peter Kim commented on pull request blender/blender#124204 2024-07-07 13:08:07 +02:00
XR: Add passthrough support for Meta Quest devices

Change to nullptr

Peter Kim commented on pull request blender/blender#124204 2024-07-07 13:07:39 +02:00
XR: Add passthrough support for Meta Quest devices

Add brackets after if statement

Peter Kim commented on pull request blender/blender#124204 2024-07-07 13:06:41 +02:00
XR: Add passthrough support for Meta Quest devices

Remove empty line

Peter Kim commented on pull request blender/blender#119989 2024-04-21 03:29:59 +02:00
FIX #109121: VR: Render controllers only if they are active

@Fermin-Lozano Looks good to me! Thanks for taking care of this.

Peter Kim pushed to main at blender/blender 2024-04-21 03:28:53 +02:00
821b773d95 FIX #109121: VR: Render controllers only if they are active
Peter Kim closed issue blender/blender#109121 2024-04-21 03:28:51 +02:00
When turning VR mode on, the controllers show, even when there are no controllers in the system
Peter Kim merged pull request blender/blender#119989 2024-04-21 03:28:49 +02:00
FIX #109121: VR: Render controllers only if they are active
Peter Kim commented on issue blender/blender#102182 2023-11-27 05:55:50 +01:00
OpenXR: Virtual Monitor experiment

@sebastientricoire Hi, you can use these diffs as a base but they may not apply cleanly as they were based on Blender 3.5-alpha and the [xr-dev](https://projects.blender.org/blender/blender/src/bra

Peter Kim commented on issue blender/blender#111558 2023-08-31 13:24:07 +02:00
OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX

@Ihor-Belenok It's possible, but sorry I'm not familiar enough with this subject to say one way or the other.

Peter Kim commented on issue blender/blender#111558 2023-08-31 11:47:57 +02:00
OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX

@iss I don't get the reported error when following the steps and rendering with Optix. I'm on a slightly newer driver but this might not make a difference.

System Information Operating…

Peter Kim pushed to xr-dev at blender/blender 2023-06-07 11:13:49 +02:00
018c9e9da8 Merge branch 'master' into xr-dev
d1b2ed706c XR: Add mouse event simulation
786aad68b2 Fix virtual camera-related crashes due to failed assert
Compare 3 commits »
Peter Kim created branch xr-dev in blender/blender 2023-06-07 11:13:48 +02:00
Peter Kim deleted branch xr-dev from blender/blender 2023-06-07 11:02:32 +02:00