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jherico avatar jherico commented on June 8, 2024

I don't have hololens hardware to test with and my attempts at getting the hololens emulator working have been pretty dismal so far.

There are a number of places where the examples are hard-coded to assume a VR HMD, rather than AR (like where I set the environment blend mode to opaque in the FrameEndInfo structure. I'm also not familiar with the whole hololens ecosystem and if it's possible to run a GLFW based application that outputs to the headset. However, it should be possible to at least adapt the bulk of the code to work. Without a development environment for hololens though I can't really provide any more detailed guidance than that.

I may open a patreon or github patron account for people who want to contribute to my examples work and if successful with that I may pop for a hololens rental for at least long enough to validate some working code. Keep an eye out for links in the readme.

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yl-msft avatar yl-msft commented on June 8, 2024

FYI, there are some hololens openxr samples here:
https://github.com/microsoft/OpenXR-MixedReality

Would love to know what do you like to see in addition in those samples.

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tilkinsc avatar tilkinsc commented on June 8, 2024

That repository is pretty abysmal when it comes to looking through code. They turned the modularity up for no reason and you are going to jump through functions and back to understand it like a madman. Not to mention it only targets d3d11. This example supports hololens with just a few changes, without regard of how to implement the swapchain rendering algo. Being MS also, there are functions that you will need specifically for hololens I think which is in openxr_platform.h. That being said, if you want to drop the SDL and GLFW dependency on windows here is how you get a basic window and context on windows: https://pastebin.com/5Xd1eCPy

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