Forum Discussion
skooter500
12 years agoExplorer
C++ OpenGL/Kinect/Bullet Physics example project
Apologies for cross posting. I had to make a few forum replies before being allowed to post a new topic. I spent a lot of the summer working on a demo in C++ for Windows that uses OpenGL3/GLM/GLEW...
stolk
11 years agoHonored Guest
Hi Bryan,
That's a lot of tech getting integrated. Well done.
I've been studying the code, and have a question.
So you are using SDL2, and from what I gather from the code, is that you do the following steps:
* Connect to the HMD
* Initialize SDL
* Create an SDL window
* Create an SDL OpenGL context
* Create a framebuffer with glGenFramebuffers()
* Create a renderbuffer
* ovrHmd_AttachToWindow()
I am puzzled by the fact that there is both an SDL window and a manually created framebuffer.
Is this so that you can render the scene three times?
Once for desktop monitor.
Once for HMD left eye
Once for HMD right eye
Do I need to create an SDL window at all?
Isn't rendering into the texture twice enough?
Or does libOVR depend on SDL creating a window for it?
Thanks!
Bram
That's a lot of tech getting integrated. Well done.
I've been studying the code, and have a question.
So you are using SDL2, and from what I gather from the code, is that you do the following steps:
* Connect to the HMD
* Initialize SDL
* Create an SDL window
* Create an SDL OpenGL context
* Create a framebuffer with glGenFramebuffers()
* Create a renderbuffer
* ovrHmd_AttachToWindow()
I am puzzled by the fact that there is both an SDL window and a manually created framebuffer.
Is this so that you can render the scene three times?
Once for desktop monitor.
Once for HMD left eye
Once for HMD right eye
Do I need to create an SDL window at all?
Isn't rendering into the texture twice enough?
Or does libOVR depend on SDL creating a window for it?
Thanks!
Bram
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