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Integrating Preexistent OpenGL into GVRf Application #2039

@adobodi

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@adobodi

I have an existing application whose drawing functionality has already been implemented in OpenGL. I am looking to ‘port’ this existing application to an Android app that makes use of the GearVR Framework. I would much prefer to not have to rewrite the existing OpenGL code, as it is useful elsewhere, and I would also like to ideally share this existent OpenGL code, as is, across platforms so that a change to my code is automatically adopted in many places. 

In essence, I would like to use GearVR Framework primarily as an abstraction layer that encapsulates the Oculus Mobile SDK and the Daydream SDK, which also manages any related device-specific idiosyncrasies. I would rather not make use of the GVRf SDK at the component / scene / etc layer, in preference to using my above-described, already-existing OpenGL code.

I have read the GVRf documentation, I have looked at the GVRf examples/tutorials, and I have grep’d around in the GVRf source code, and I can’t find a good way to achieve my goals. Is there any way that I am able to do so? Perhaps by mostly interfacing with the GearVR Native Library?

Thanks in advance!

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