Comments (2)
Yes, I found this bug too.
I think the axix math calculation is wrong.
I was able to fix it changing line #177 in dllmain.cpp:
from this:
long v = long((value*0.5f + 0.5f) * 0x7999) + 1;
to this:
long v = long((value*0.5f + 0.5f) * 0x8000);
from auto_oculus_touch.
Oops, not sure how I missed that one.
Somehow I used 0x7999 instead of 0x7fff. :( (No, I really understand hex! I swear)
long v = long((value*0.5f + 0.5f) * 0x8000); is incorrect though (but closer to correct than my first version.
This would convert a (-1.0, 1.0) range to (0, 32768).
But the vJoy documentation states that axes must be 1 to 32768, not 0 to 32768.
So the final code should be:
long v = long((value*0.5f + 0.5f) * 0x7fff) + 1;
from auto_oculus_touch.
Related Issues (20)
- Touch Controller Motion
- Does auto_oculus_touch still work with the latest Oculus software/drivers? HOT 4
- Vjoy does not work HOT 7
- Not working with Oculus 1.38.0.261476 (1.38.0.261476) HOT 1
- thumbstick press not registering HOT 3
- OCULUS Rift Touch 1.4.3 HOT 2
- Rajetic read this HOT 1
- auto_oculus_touch.dll not included in latest download - no error message HOT 4
- thumbstick as joystick HOT 1
- Doesn't work?
- Vibration support through vjoy HOT 1
- Vibration issue HOT 2
- Could this help me to use the oculus touch as computer mouse
- Positional X,Y,Z, are unable to reorient
- Oculous touch
- vJoy is required instead of being optional HOT 1
- Does it support the capacite touchpad which is under? HOT 1
- auto_oculus_touch Windows 11 support? HOT 1
- Steam link
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from auto_oculus_touch.