OSVR / Managed-OSVR

OSVR .NET/CLR bindings
Apache License 2.0
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Discussion: Managed-OSVR Overhaul (new lib?) #40

Open JeroMiya opened 8 years ago

JeroMiya commented 8 years ago

The Managed-OSVR library was originally created as a quick means to get Unity support. There are a few things I'd like to refactor, but can't due to backward compatibility.

So, I'm suggesting we can start fresh with a new library, keeping the current code in maintenance mode for compatibility. With the new library, we can apply the following major changes:

The new library would be separate, and renamed to avoid conflicts. Possible names:

chanibal commented 6 years ago

Is there any progress with this? Has anything superseded Managed-OSVR, or is it just a dead project and there are no current .NET bindings for OSVR if you want to use direct mode?

JeroMiya commented 6 years ago

Managed-OSVR isn't a dead project - it's used in the actively maintained OSVR-Unity plugin. It is, however, still missing osvrRenderManager bindings (either OpenGL or Direct3D). OSVR-Unity uses its own native Renderer plugin system for interacting with osvrRenderManager so managed bindings haven't been a big priority (for us at least). The other items in this list are technical debt, but not necessarily high priority. Most of the core API is still good enough.

If you still have requirements for using osvrRenderManager in a non-Unity application using Managed-OSVR, my recommendation at this point would be to create your own thin native code library that manages rendering, with some simple P/Invoke bindings you can access from your managed application. This is similar to what we do for OSVR-Unity.