rust-openvr ===== [![Build Status](https://travis-ci.org/rust-openvr/rust-openvr.svg?branch=master)](https://travis-ci.org/rust-openvr/rust-openvr) [![Join the chat at https://gitter.im/rust-openvr/rust-openvr](https://badges.gitter.im/rust-openvr/rust-openvr.svg)](https://gitter.im/rust-openvr/rust-openvr?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) rust-openvr is a binding for openvr. ## [Link to the documentation](http://rust-openvr.github.io/rust-openvr/openvr/index.html) ## Current sdk version: OpenVR SDK 1.0.1 Using rust-openvr ----------- # Requirements 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. 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 ```rust extern crate openvr; fn main() { // Initialize OpenVR let context = openvr::init(openvr::ApplicationType::Scene).unwrap(); // accessing subsystems let system = context.system().unwrap(); // .. } ``` # Examples For data collection examples/test.rs can be used. For an actual opengl implementation see examples/opengl.rs (WIP)