From what I see the Oculus SDK is still in beta and lacks a complete OpenGL example.
There are also additional usage restrictions, e.g.
All applications that use the Oculus Rift must integrate code that displays a health and safety warning when
the device is used. This warning will appear for a short amount of time when the Rift first displays a VR scene;
it can be dismissed by pressing a key or tapping on the headset.
I'm not sure whether you could integrate all of the required device setup in a new renderer lib or whether you'd have to touch the ioq3 core.
There are also a bunch of practices which do not really work well with a somewhat fast first-person shooter;
Some games require a “zoom” mode for binoculars or sniper scopes. This is extremely tricky in
VR, and must be done with a lot of caution, as a naive implementation of zoom causes
disparity between head motion and apparent optical motion of the world, and can cause a lot
of discomfort. Look for future blog posts and demos on this.
- When self-motion is required, slower movement speeds (walking/jogging pace) are most
comfortable for new users.
- Keep any form of acceleration as short and infrequent as possible.
- User and camera movements should never be decoupled.
- Don’t use head bobbing in first person games.
- Experiences designed to minimize the need for moving backwards
or sideways are most comfortable.
- Beware situations that visually induce strong feelings of motion, such as stairs or
repeating patterns that move across large sections of the screen