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GearVRf v3.3

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@liaxim liaxim released this 15 Sep 20:53
· 678 commits to master since this release

This release works with the Oculus Mobile SDK 1.7.0 and Google DayDream 1.80.0

Dependencies for apps using this release:

ext.gearvrfVersion='3.3.0'
project.ext.jomlVersion = "1.9.1-SNAPSHOT"

dependencies {
    compile 'com.google.code.gson:gson:2.7'
    compile "org.joml:joml-android:${jomlVersion}"
    compile "org.gearvrf:framework:$gearvrfVersion"
    compile "org.gearvrf:backend_daydream:$gearvrfVersion"
    compile "org.gearvrf:backend_oculus:$gearvrfVersion"
    compile 'com.google.vr:sdk-base:1.80.0'
    compile "com.google.vr:sdk-controller:1.80.0"
}

GearVR Framework Version 3.3 Release Notes

External Component Changes

Upgraded to Oculus Mobile SDK 1.5.0/1.7.0
Now require Oculus Platform SDK 1.16.0
Upgraded to DayDream SDK 1.80

Build

  • Added support for building with CLANG
  • extra_properties.gradle to support additional properties
  • Minimum API now 21: Kitkat no longer supported by Oculus

API Changes in this Release

Deprecated:

  • GVREyePointee (use GVRMeshCollider instead)
  • GVREyePointeeHolder (use GVRColliderGroup instead)
  • GVRContext.getAssimpModel (use GVRAssetLoader.loadModel instead)
  • GVRContext.loadJAssimpModel (use GVRAssetLoader.loadModel instead)
  • GVRContext.loadJAssimpModelfromSD (use GVRAssetLoader.loadModel instead)
  • GVRContext.loadModelfromSD (use GVRAssetLoader.loadModel instead)
  • GVRContext.loadModelfromURL (use GVRAssetLoader.loadModel instead)
  • GVRContext.loadModel (use GVRAssetLoader.loadModel instead)
  • GVRContext.loadMesh (use GVRAssetLoader.loadMesh instead)
  • GVRContext.loadFutureMesh (use GVRAssetLoader.loadFutureMesh instead)
  • GVRContext.getNodeMesh (use GVRAssetLoader.loadMesh instead)
  • GVRContext.loadBitmap (use GVRAssetLoader.loadTexture instead)
  • GVRContext.loadTexture (use GVRAssetLoader.loadTexture instead)
  • GVRContext.loadCubemapTexture (use GVRAssetLoader.loadCubemapTexture instead)
  • GVRContext.loadCompressedTexture (use GVRAssetLoader.loadTexture instead)
  • GVRContext.loadBitmapTexture (use GVRAssetLoader.loadTexture instead)
  • GVRContext.loadFutureCubemapTexture (use GVRAssetLoader.loadFutureCubemapTexture instead)
  • GVRContext.loadFutureCompressedCubemapTexture (use GVRAssetLoader.loadFutureCompressedCubemapTexture instead)

X3D:

  • Anchor tag
  • Level of Detail
  • Switch node
  • Improved animation
  • True Type fonts
  • Emissive color
  • Use V8 JavaScript engine instead of Rhino

Asset Loader:

  • added loadModel, loadScene variants with GVRImportSettings
  • Added import settings to disable lighting, animation, texturing

Physics:

  • Added support for constraints
  • Run physics in a separate thread

I/O:

  • Added Gear Controller support
  • Added event listener for controller events
  • Added GVRGUISceneObject to simplify interaction with Android views
  • Added GVRGearControllerSceneObject to depict GearVR controller model
  • Provide surface normal and texture coordinates for GVRMeshCollider hits
  • Update sensor API to provide picking hit location

Other Features:

  • GVRBillboard component which implements a scene object that always faces the viewer
  • High performance particle system
  • GVRKeyboardSceneObject to provide a VR keyboard for applications
  • Automatic transparency detection for textures
  • Support depth mask with GVRRenderData.setDepthMask
  • Allow bitmap texture update from NIO buffer
  • Added ColorShader
  • Multiview support for post effect shaders