Updating D3D11 renderer from Oculus SDK 0.2 to 0.4 support

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1 comment, last by Hodgman 9 years, 2 months ago
I tried to post this on the "help wanted" section, but that seems to be only for "real jobs."

I have a project demo that uses the Oculus SDK version 0.2.
It no longer works with Oculus SDK version 0.4 (like most Oculus projects.)
I want to update the integration into the graphics engine to target Oculus SDK 0.4.x now.
The integration is contained in the D3D11 rendering back-end, which is contained in a small number of files that build a self-contained DLL.
Development is in Microsoft Visual Studio version 2010, 2012, or 2013 (have not tested 2015.)
I could do it myself, but I am totally slammed with other work! Here's where you come in :-)

This is a small, self-contained piece of work, although checking out the entire project is a significant amount of source files, most of which are needed to build it but you don't need to understand them for this work :-)
This is a paid contracting opportunity -- I'd expect 20-40 hours of work for someone who knows what they're doing.

Send me a PM if you're interested!
enum Bool { True, False, FileNotFound };
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This is a short and sweet paid gig, and I'm still looking for help!
enum Bool { True, False, FileNotFound };
All you need is the old SDK replaced with the new SDK?

Were you running your own distortion shaders in the old version? Is this post-processing code contained in the same D3D11 module?

Do you need direct-to-rift and extended mode to work?

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