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ksleet
9 years agoHonored Guest
Can I just blit a texture into the Oculus backbuffer?
I'm integrating Oculus into my own OpenGL engine, and trying to figure out if this technique will work. Essentially, I'm rendering the left eye and right eye views into my own backbuffer, and then dir...
ksleet
9 years agoHonored Guest
As an added note, if I adjust the RenderPose of the layer I can rotate the "screen"'s position, so that clearly has something to do with it. Here's how I'm setting up the layer:
ovrEyeRenderDesc eyeRenderDesc[2];
eyeRenderDesc[0] = ovr_GetRenderDesc(mOVRSession, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
eyeRenderDesc[1] = ovr_GetRenderDesc(mOVRSession, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
mMainLayer.Header.Type = ovrLayerType_EyeFov;
mMainLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
mMainLayer.ColorTexture[0] = mOVRTextureSwapChain;
mMainLayer.ColorTexture[1] = NULL;
mMainLayer.Fov[0] = eyeRenderDesc[0].Fov;
mMainLayer.Fov[1] = eyeRenderDesc[1].Fov;
mMainLayer.Viewport[0].Pos.x = 0;
mMainLayer.Viewport[0].Pos.y = 0;
mMainLayer.Viewport[0].Size.w = mBackbufferSize.w / 2;
mMainLayer.Viewport[0].Size.h = mBackbufferSize.h;
mMainLayer.Viewport[1].Pos.x = mBackbufferSize.w / 2;
mMainLayer.Viewport[1].Pos.y = 0;
mMainLayer.Viewport[1].Size.w = mBackbufferSize.w / 2;
mMainLayer.Viewport[1].Size.h = mBackbufferSize.h;
I don't touch the structure again after this point.
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