PhoneVR
filament
PhoneVR | filament | |
---|---|---|
3 | 27 | |
475 | 17,112 | |
2.3% | 0.8% | |
8.2 | 9.8 | |
7 days ago | 5 days ago | |
C++ | C++ | |
GNU General Public License v3.0 only | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
PhoneVR
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Bluetooth controller not recognized with VRG Pro, SteamVR and PhoneVR (Android)
I recently purchased a VRG Pro and a Bluetooth controller to use with my Android device as a VR headset. I am having difficulty using the controller within VR using PhoneVR + SteamVR.
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Is there any free good way to connect my phone to steam vr without it turning black and white after 5 minutes or just stopping?
https://github.com/ShootingKing-AM/PhoneVR there is an free and open source version
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Use daydream view without controller
Sort of lol. Riftcat only allows you to use it for 10 minutes at a time, unless you pay $15 one time to unlock unlimited time (which I might do.) It connects to SteamVR which is insane and does WAYYYY more than I wanted it to do! This has cause me to do a ton of tinkering, set up my xbox controller with SteamVR, and now I am looking at an open source version of Riftcat called PhoneVR. I just installed PhoneVR and have had a chance to get that working yet. I will make another comment if I get that working. If not, I will probably pay the $15 for Riftcat.
filament
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Filament – A Language for Fearless Hardware Design
Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.
https://google.github.io/filament/
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Flutter and Apple Vision Pro
In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
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Appleseed – open-source, physically-based global illumination rendering engine
Anyone know much about how this compares to Filament by Google?
https://github.com/google/filament
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Searching for Reliable Cross-Platform Rendering Framework (C/C++)
Have you tried Filament? https://google.github.io/filament/
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What is this C++ trick called? It looks a bit like PIMPL.
I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
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Why aren't there constantly more shading languages popping up all the time like other languages?
There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
- Fence callback system
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OpenGL displays the color of an image different from the system color profile;
I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems likethe framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
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Weird Vulkan Bug
I found this issue on github https://github.com/google/filament/pull/3190/files
What are some alternatives?
ALVR - Stream VR games from your PC to your headset via Wi-Fi [Moved to: https://github.com/alvr-org/ALVR]
android-3D-model-viewer - Android OpenGL 2.0 application to view 3D models. Published on Play Store
OpenVR-ArduinoHMD - OpenVR driver for Arduino DIY HMD / OpenVR самодельного Arduino шлема
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
Half-Life-Alyx-novr - SteamVR driver for Half-Life-Alyx for playing without VR / драйвер для игры без VR
compose-samples - Official Jetpack Compose samples.
android-file-transfer-linux - Android File Transfer for Linux (and macOS!)
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
HadesVR - The "DIY" SteamVR compatible VR setup made for tinkerers.
rust-skia - Rust Bindings for the Skia Graphics Library
VivePro2-Linux-Driver - SteamVR driver for VivePro2 on Linux
OpenSceneGraph - OpenSceneGraph git repository