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Hi, I keep getting the following error after using wlx-overlay-s on Fedora Linux, using ALVR, SteamVR, a Quest 2, and Wayland on a Nvidia GPU:
```
ERROR [log_panics] thread 'main' panicked at 'cal…
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I think it might be best if the application is packed into an installer of sorts and should be installed like a proper application, as well as using OpenVR in-order to app the application show up as a…
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For some reason I cannot seem to build `ovr_overlay_sys` anymore, as it seems the generation of the binding for `VR_GetVRInitErrorAsSymbol` fails:
```
--- stderr
thread 'main' panicked at 'Coul…
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I am a beginner in Godot, and I followed the [Using OpenVR overlays](https://github.com/GodotVR/godot_openvr/wiki/Using-OpenVR-overlays) tutorial step by step to implement the OpenVR overlay feature a…
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This project is amazing but it is out of date and is missing a bunch of new features in OpenVR. This issue is for some collab on getting it updated to the most recent version of OpenVR.
I have drop…
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Built from source, throws this when i try to run:
[2024-03-15T01:47:27Z INFO index_camera_passthrough] width : 1920
height : 960
fourcc : YUYV
field …
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Hello 👋
I've been reading the discussions surrounding this rust library, and, as far as I understand, there are no plans from the org to do any significant work to these OpenVR bindings. (c.f.: ht…
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Would there be a way to be able to capture just the game application and not the overlay menus, playspace boundaries, etc?
Some games I'd rather have a totally clean output of just the game.
Just a …
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Other than "OpenVR Overlay for ShockLink" I've no idea what this does, what features it has, what problems it solves, etc.
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I am trying to write a SteamVR (OpenVR) overlay app. OpenVR requires a handle to the D3D11 texture to use to render the overlay. I have a Veldrid texture that I set as render target (drawn on by ImG…