Closed if1live closed 10 years ago
OpenGL & DirectX are only required for the samples. I don't want to start adding in things that don't improve the SDK itself. As far as I can tell the samples function just fine using DirectX on windows. Although I do prefer using OpenGL I don't want to make the SDK more complicated just to support OpenGL on windows.
On Tue, Sep 10, 2013 at 4:22 AM, libsora.so notifications@github.comwrote:
I enable OpenGL on windows. https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=4002 https://github.com/shipduck/oculus-world-demo-cmake
someone embeded glew in his project https://github.com/skooter500/BGE/tree/master/Dependancies But, I don't like it. It make repository bloating.
I use submodule and glew-cmake. http://github.com/omniavinco/glew-cmakehttps://github.com/omniavinco/glew-cmake
If you accept using git submodule with glew-cmake, I will contribute.
— Reply to this email directly or view it on GitHubhttps://github.com/jherico/OculusSDK/issues/24 .
I've thought about this and I think it's probably fine to have an optional submodule that allows you to compile on windows using OpenGL. I'll take a look at this in a couple days.
I enable OpenGL on windows. https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=4002 https://github.com/shipduck/oculus-world-demo-cmake
someone embeded glew in his project https://github.com/skooter500/BGE/tree/master/Dependancies But, I don't like it. It make repository bloating.
I use submodule and glew-cmake. http://github.com/omniavinco/glew-cmake
If you accept using git submodule with glew-cmake, I will contribute.