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Provides application and engine developers a simpler method to access OpenXR runtimes (e.g. SteamVR, Oculus, WMR, Monado, etc) without having to wade through the intricacies of directly using the raw OpenXR Loader library.

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OpenXR Provider Library

NOTE: This is now DEPRECATED - new version up: https://github.com/1runeberg/OpenXRProvider_v2

NOTE: Sandbox test app requires SteamVR Beta 1.16

A general overview and introduction to this library can be found here:

https://runeberg.medium.com/the-dawn-of-openxr-6824989613b9

OpenXR Provider Library developer documentation (generated via Doxygen) can be found in:

http://runeberg.io/OpenXRProvider/html/

Sandbox developer documentation (generated via Doxygen) that can be used to quickly test the library and underlying api calls can be found here:

Sandbox\docs

I. Pre-built binaries

You can find pre-built library files (.lib, .dll) as well as a OpenGL Sandbox application (.exe) for quick testing in the bin directory. This requires SteamVR Beta 1.16

As a quick OpenXR lifecycle demo, the Sandbox app renders a skyblue clear color to the swapchain images which then gets rendered to the hmd by the active OpenXR runtime. Sandbox also blits (copies) this texture to the desktop window (XR Mirror).

Detailed logs in the console and bin/logs directory could be of particular interest to developers looking to see the OpenXR api calls being made by the library

II. Building Pre-requisites

Visual Studio 2019 with C++ modules (or VS 2017) CMake 3.14.4 and above (https://cmake.org/download/) - Install with include in system path option

III. Building

  1. Clone or copy the repository from GitHub
  2. From the root directory of the repository, create a build directory (mkdir build)
  3. Go to the build directory (cd build)
  4. Run CMake (cmake .. or for VS 2017 cmake -G "Visual Studio 15 2017 Win64" ..) A openxr_provider.sln file is generated in the build directory which you can then open and use in Visual Studio 2019
  5. Optional: Build the library and Sandbox application in CMake (cmake --build .)

Note: Currently supports Windows x64, OpenGL 3.2 and above

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Provides application and engine developers a simpler method to access OpenXR runtimes (e.g. SteamVR, Oculus, WMR, Monado, etc) without having to wade through the intricacies of directly using the raw OpenXR Loader library.

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