Closed Hope10086 closed 1 year ago
@Hope10086 hey, sorry about that I've pushed fixes for compile errors and rebased the branch with latet, I've changed default display colour space for Quest headsets from Rec.2020 to Quest colour space, should work better with local dimming too.
This macro is defined in cmake fles and set by rust cargo features feed to the rust build script. It has been necessary because the facebook facial/eye tracking extensions were previously unpublished extensions not in the offical OpenXR SDK headers and required either getting extra headers from the Oculus Mobile OpenXR SDK or manually hand-writing the types & signatures.
These extensions have now been made published since about a week ago and are in v1.0.27 OpenXR spec & SDK so once I upgrade to this version these macros can go.
Note I will be doing a bit more changes to the facial-eye-refactor branch, I'm also working on the vrcft module and updating it too.
Thank you !
82 #81 's follow-up:
Yesterday, I tried to build the alxr -client - quest from the pulled branch:
facial-eye-refactor
source code, but the following error occurred in alxR-engine-sys.I did not encounter such errors when building
alxr-client-quest
for master andfacial-eye-tracking
previously. I comparedlogger.cpp
in different branches and found no obvious problems.Regarding the use of theXR_FB_eye_tracking_social extension in
facial-eye-tracking
, I would like to know when the macro:XR_USE_OXR_OCULUS
in the code is declared. We just bought the quest pro and wanted to compare the differences ofGazePoses
between using XR_FB_eye_tracking_social and XR_EXT_eye_gaze_interaction .