Esta versión también es un preview. Puntos a notar: - Soporte para posicionamiento absoluto añadido. - Rehabilitado soporte para Linux y Mac - Mejoras de estabilidad y rendimiento.
Hay más detalles pero creo que se necesita login para ver la noticia en la pagina de Oculus. Nada más que añadir, me pongo a dar soporte en ZXVR inmediatamente...
Me temo que aun no incorpora el soporte para posicionamiento absoluto.
Oculus SDK 0.3.2 is a preview release intended to give developers early access to the upcoming improvements and APIs. The API presented is subject to change, and some new features (most notably DK2 position tracking support) are not included in this version.
Es una versión con pocas novedades. Mayormente corrección de errores, soporte para Mac y Linux y algunas modificaciones en el soporte para Unity. Os pongo las notas completas de la versión RELEASE NOTES
Oculus SDK
Added Mac and Linux support. Added Oculus Configuration Utility for Mac and Linux. Enabled VSync on both Mac and Linux. Separated ovrSensorCap_* bits from ovrHmdCaps. HMD Caps, such as low persistence, are now modified through ovrHmd_SetEnabledCaps. Unified format of ovrHmdCaps, ovrSensorCaps, ovrDistortionCaps. Unified handling of graphics state save/restore across GL and D3DX.
Unity
Added Mac support. Changed Tuscany Demo to use standard Unity skyboxes. Disabled normal rendering for DistortionCamera so it only spends performance on distortion. Undistorted RenderTexture uses Oculus-recommended resolution * user-defined scale. Made use of undistorted RenderTexture optional. Added ability to dynamically scale render target. Decoupled tracking and motion input from scale of player or camera controller, allowing for world scale. Flipped Y coordinate by default on D3D to account for texture addressing differences.
Preview Release #2
Oculus SDK 0.3.2 is a preview release intended to give developers early access to the upcoming improvements and APIs. The API presented is subject to change, and some new features (most notably DK2 position tracking support) are not included in this version.
BUG FIXES
Oculus SDK
Fixed shutdown crash on AMD by flushing windows message queue before posting quit state. Removed mode change on Windows when going fullscreen in GL mode. Fixed vertex buffer corruption in GL. Fixed loss of input in full-screen applications on OSX 10.9. Fixed potential SensorFusion crash when using a default profile.
Unity
Clamped FOV values (may lead to a crash when set above 170 deg. vertical). Optimized distortion mesh to avoid a potential crash when garbage collection occurs. Fixed black screen when OVRPlayerController is used in a scene. Fixed horizontal FOV calculation when generating distortion meshes.
Pues sí, he leído el email demasiado rápido y he corrido a postear Pero lo bueno es que me he dado cuenta más tarde porque leyendo código me he encontrado definiciones para el posicionamiento absoluto, pero comentadas