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Remove severely outdated Rift guide

Camilla Berglund 9 ani în urmă
părinte
comite
278bffe059
4 a modificat fișierele cu 0 adăugiri și 209 ștergeri
  1. 0 1
      docs/CMakeLists.txt
  2. 0 2
      docs/main.dox
  3. 0 7
      docs/news.dox
  4. 0 199
      docs/rift.dox

+ 0 - 1
docs/CMakeLists.txt

@@ -14,7 +14,6 @@ set(glfw_DOCS_SOURCES
     "${GLFW_SOURCE_DIR}/docs/window.dox"
     "${GLFW_SOURCE_DIR}/docs/input.dox"
     "${GLFW_SOURCE_DIR}/docs/vulkan.dox"
-    "${GLFW_SOURCE_DIR}/docs/rift.dox"
     "${GLFW_SOURCE_DIR}/docs/compat.dox")
 
 if (GLFW_DOCUMENT_INTERNALS)

+ 0 - 2
docs/main.dox

@@ -34,8 +34,6 @@ use the new API.
 There is a section on @ref guarantees_limitations for pointer lifetimes,
 reentrancy, thread safety, event order and backward and forward compatibility.
 
-@ref rift_guide fills in the gaps for how to use LibOVR with GLFW.
-
 The [FAQ](http://www.glfw.org/faq.html) answers many common questions about the
 design, implementation and use of GLFW.
 

+ 0 - 7
docs/news.dox

@@ -160,13 +160,6 @@ GLFW now queries the window input focus, visibility and iconification attributes
 and the cursor position directly instead of returning cached data.
 
 
-@subsection news_31_libovr Better interoperability with Oculus Rift
-
-GLFW now provides native access functions for the OS level handles corresponding
-to monitor objects, as well as the @ref rift_guide.  It is also regularly
-tested for compatibility with the latest version of LibOVR (0.4.4 on release).
-
-
 @subsection news_31_charmods Character with modifiers callback
 
 GLFW now provides a callback for character events with modifier key bits.  The

+ 0 - 199
docs/rift.dox

@@ -1,199 +0,0 @@
-/*!
-
-@page rift_guide Using GLFW with LibOVR
- 
-@tableofcontents
-
-This guide is intended to fill in the gaps between the
-[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and
-the rest of the GLFW documentation and is not a replacement for either.  It
-requires you to use [native access](@ref native) and assumes a certain level of
-proficiency with LibOVR, platform specific APIs and your chosen development
-environment.
-
-While GLFW has no explicit support for LibOVR, it is tested with and tries to
-interoperate well with it.
-
-@note Because of the speed of development of the Oculus SDK, this guide may
-become outdated before the next release.  If this is a local copy of the
-documentation, you may want to check the GLFW website for updates.  This
-revision of the guide is written against version 0.4.4 of the SDK.
-
-
-@section rift_include Including the LibOVR and GLFW header files
-
-Both the OpenGL LibOVR header and the GLFW native header need macros telling
-them what OS you are building for.  Because LibOVR only supports three major
-desktop platforms, this can be solved with canonical predefined macros.
-
-@code
-#if defined(_WIN32)
- #define GLFW_EXPOSE_NATIVE_WIN32
- #define GLFW_EXPOSE_NATIVE_WGL
- #define OVR_OS_WIN32
-#elif defined(__APPLE__)
- #define GLFW_EXPOSE_NATIVE_COCOA
- #define GLFW_EXPOSE_NATIVE_NSGL
- #define OVR_OS_MAC
-#elif defined(__linux__)
- #define GLFW_EXPOSE_NATIVE_X11
- #define GLFW_EXPOSE_NATIVE_GLX
- #define OVR_OS_LINUX
-#endif
-
-#include <GLFW/glfw3.h>
-#include <GLFW/glfw3native.h>
-
-#include <OVR_CAPI_GL.h>
-@endcode
-
-Both the GLFW and LibOVR headers by default attempt to include the standard
-OpenGL `GL/gl.h` header (`OpenGL/gl.h` on OS X).  If you wish to use a different
-standard header or an [extension loading library](@ref context_glext_auto),
-include that header before these.
-
-
-@section rift_init Initializing LibOVR and GLFW
-
-LibOVR needs to be initialized before GLFW.  This means calling at least
-`ovr_Initialize`, `ovrHmd_Create` and `ovrHmd_ConfigureTracking` before @ref
-glfwInit.  Similarly, LibOVR must be shut down after GLFW.  This means calling
-`ovrHmd_Destroy` and `ovr_Shutdown` after @ref glfwTerminate.
-
-
-@section rift_direct Direct HMD mode
-
-Direct HMD mode is the recommended display mode for new applications, but the
-Oculus Rift runtime currently (January 2015) only supports this mode on Windows.
-In direct mode the HMD is not detectable as a GLFW monitor.
-
-
-@subsection rift_direct_create Creating a window and context
-
-If the HMD is in direct mode you can use either a full screen or a windowed mode
-window, but full screen is only recommended if there is a monitor that supports
-the resolution of the HMD.  Due to limitations in LibOVR, the size of the client
-area of the window must equal the resolution of the HMD.
-
-If the resolution of the HMD is much larger than the regular monitor, the window
-may be resized by the window manager on creation.  One way to avoid this is to
-make it undecorated with the [GLFW_DECORATED](@ref window_hints_wnd) window
-hint.
-
-
-@subsection rift_direct_attach Attaching the window to the HMD
-
-Once you have created the window and context, you need to attach the native
-handle of the GLFW window to the HMD.
-
-@code
-ovrHmd_AttachToWindow(hmd, glfwGetWin32Window(window), NULL, NULL);
-@endcode
-
-
-@section rift_extend Extend Desktop mode
-
-Extend desktop mode is a legacy display mode, but is still (January 2015) the
-only available mode on OS X and Linux, as well as on Windows machines that for
-technical reasons do not yet support direct HMD mode.
-
-
-@subsection rift_extend_detect Detecting a HMD with GLFW
-
-If the HMD is in extend desktop mode you can deduce which GLFW monitor it
-corresponds to and create a full screen window on that monitor.
-
-On Windows, the native display device name of a GLFW monitor corresponds to the
-display device name of the detected HMD as stored, in the `DisplayDeviceName`
-member of `ovrHmdDesc`.
-
-On OS X, the native display ID of a GLFW monitor corresponds to the display ID
-of the detected HMD, as stored in the `DisplayId` member of `ovrHmdDesc`.
-
-At the time of writing (January 2015), the Oculus SDK does not support detecting
-which monitor corresponds to the HMD in any sane fashion, but as long as the HMD
-is set up and rotated properly it can be found via the screen position and
-resolution provided by LibOVR.  This method may instead find another monitor
-that is mirroring the HMD, but this only matters if you intend to change its
-video mode.
-
-@code
-int i, count;
-GLFWmonitor** monitors = glfwGetMonitors(&count);
-
-for (i = 0;  i < count;  i++)
-{
-#if defined(_WIN32)
-    if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0)
-        return monitors[i];
-#elif defined(__APPLE__)
-    if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId)
-        return monitors[i];
-#elif defined(__linux__)
-    int xpos, ypos;
-    const GLFWvidmode* mode = glfwGetVideoMode(monitors[i]);
-    glfwGetMonitorPos(monitors[i], &xpos, &ypos);
-
-    if (hmd->WindowsPos.x == xpos &&
-        hmd->WindowsPos.y == ypos &&
-        hmd->Resolution.w == mode->width &&
-        hmd->Resolution.h == mode->height)
-    {
-        return monitors[i];
-    }
-#endif
-}
-@endcode
-
-
-@subsection rift_extend_create Creating a window and context
-
-The window is created as a regular full screen window on the found monitor.  It
-is usually a good idea to create a
-[windowed full screen](@ref window_windowed_full_screen) window, as the HMD will
-very likely already be set to the correct video mode.  However, in extend
-desktop mode it behaves like a regular monitor and any supported video mode can
-be requested.
-
-If other monitors are mirroring the HMD and you request a different video mode,
-all monitors in the mirroring set will get the new video mode.
-
-
-@section rift_render Rendering to the HMD
-
-@subsection rift_render_sdk SDK distortion rendering
-
-If you wish to use SDK distortion rendering you will need some information from
-GLFW to configure the renderer.  Below are the parts of the `ovrGLConfig` union
-that need to be filled with from GLFW.  Note that there are other fields that
-also need to be filled for `ovrHmd_ConfigureRendering` to succeed.
-
-Before configuring SDK distortion rendering you should make your context
-current.
-
-@code
-    int width, height;
-    union ovrGLConfig config;
-
-    glfwGetFramebufferSize(window, &width, &height);
-
-    config.OGL.Header.BackBufferSize.w = width;
-    config.OGL.Header.BackBufferSize.h = height;
-#if defined(_WIN32)
-    config.OGL.Window = glfwGetWin32Window(window);
-#elif defined(__APPLE__)
-#elif defined(__linux__)
-    config.OGL.Disp = glfwGetX11Display();
-#endif
-@endcode
-
-When using SDK distortion rendering you should not swap the buffers yourself, as
-the HMD is updated by `ovrHmd_EndFrame`.
-
-
-@subsection rift_render_custom Client distortion rendering
-
-With client distortion rendering you are in full control of the contents of the
-HMD and should render and swap the buffers normally.
-
-*/