0 votes
asked by (12 points)

I’m an experienced C++ and OpenGL developer who is just starting out with X-Plane plugin development. I’m going to develop a plugin for a VR application. The plugin will need to do the following…

  • Split the X-Plane window into two viewports, one for each eye (for a HMD likely not supported by SteamVR).
  • Draw graphics generated by a custom GLSL shader into an overlay on top of the X-Plane window.

Can anyone tell me if this is possible to do with the plugin SDK and if so, what SDK components will I need to work with?

Thank you!

1 Answer

0 votes
answered by (534 points)
I guess if you base all your work in OpenGL, make sure it will be compatible with Vulkan after they implement it. I didn't read about VR sdk being released... good luck!"
commented by (12 points)
Thanks for the tip, but I don't need the plugin to be compatible with future versions of X-Plane, just version 11.
commented by (534 points)
Vulkan will be implemented in X-Plane 11 (someday near the end of the year if we are lucky) maybe in 2019
commented by (12 points)
So what happens to all the OpenGL based plugins out there? Surely people can still use X-Plane 11.10 after the Vulcan upgrade?
commented by (534 points)
Laminar said that in X-Plane 11 will be compatible but, since rendering method (I'm not developer, talking from logic) after API changes will change, basing a new code in  a rendering  fixed to the opengl could be difficult. You might have to ask Laminar directly.

Good luck again!
https://developer.x-plane.com/2016/03/what-vulkan-means-to-developers/

I guess you want to do a similar plugin like FlyInside XP
commented by (12 points)
Yes, I'm looking for guidence on how to write something like FlyInside XP. Don't care about Vulcan right now. Does anyone have any suggestions for where to start with this?

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