Update README

This commit is contained in:
Benjamin Saunders
2017-05-14 11:59:01 -07:00
parent 74ed377ecb
commit 17c9c7fc7a

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@ -15,11 +15,13 @@ Using rust-openvr
# Requirements
When trying to start a program that uses rust-openvr you will probably get an error message because it can't find openvr.dll (or openvr.so)
You can download the latest version here (https://github.com/ValveSoftware/openvr/tree/master/bin). After downloading please add it into your project folder (also for production releases!).
openvr-sys needs cmake and a C++ compiler so that it can compile and statically link the OpenVR client library.
# Building on Windows
Rust provides 2 pre-compiled version for windows. MSVC ABI and GNU ABI. OpenVR doesn't have an offical build yet for the GNU Bindung and therefore MSVC is required! For more informations about the ABI in Rust see https://www.rust-lang.org/en-US/downloads.html#win-foot
Rust provides 2 pre-compiled version for windows. MSVC ABI and GNU ABI. The proprietary OpenVR library which is loaded
behind the scenes by the client library is MSVC only, and therefore MSVC is required! For more informations about the
ABI in Rust see https://www.rust-lang.org/en-US/downloads.html#win-foot
# Initializing
@ -28,17 +30,11 @@ Rust provides 2 pre-compiled version for windows. MSVC ABI and GNU ABI. OpenVR d
extern crate openvr;
fn main() {
// Initialize system subsystem
let system = match openvr::init() {
Ok(sys) => sys,
Err(err) => {
println!("Could not initialize OpenVR SDK: \n\t{:?}", err);
return;
}
};
// Initialize OpenVR
let context = openvr::init(openvr::ApplicationType::Scene).unwrap();
// accessing other sub systems
let ext = openvr::extended_display();
// accessing subsystems
let system = context.system().unwrap();
// ..
}