finds connected oculus if there is one, and creates a virtual debug headset if there isn't. Also, renders in stereoscopic
Should set camera orientation based on head position - need to confirm with oculus hmd connected. Will merge branch if everything works as it should
Should set camera orientation based on head position - need to confirm with oculus hmd connected. Will merge branch if everything works as it should
fixed stereoscopic rendering - basic rift compatibility should now only require the addition of a barrel distortion
Uses rift to get head orientation and shoulder orientation
fixed shoulder tracking
Render to texture, then apply barrel distortion. Updated stereo_render() to account for new pixel pipeline structure
resolved merge conflict
Merge branch 'master' of https://github.com/daanmichiels/igl-hr
applies barrel distortion with different lens center for each eye
changed git ignore to include .obj and .lib
Change makefiles

Hope I didn't break anything.
Add libovr directory structure
Add libovr source
Change include paths
Minor changes
Improved shaderwriter.py
second pass shaders
Extra libraries to link on Windows
added meter attribute to camera controls and functions to grow and shrink the scale