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tmason101
11 years agoHonored Guest
Complete "Extended" Mode Modern OpenGL Example (SDK 0.4.3)
Hello, Thanks to all of the help from the various posters (jherico and nuclear especially) here is a complete "Extended" mode example of using the latest version of the SDK (0.4.3) with Modern Open...
tmason101
11 years agoHonored Guest
"ockiller" wrote:
I'm using SDL2 instead of GLFW, and direct-HMD works fine since SDK 0.4.2 (not tested before). Win 7 64, 64 bits builds, Geforce 9800 GTX (340.52 driver).
Have you tried different initialization orders ? I follow this one :
- ovr_Initialize
- ovrHmd_Create
- ovrHmd_SetEnabledCaps
- ovrHmd_ConfigureTracking
- SDL Init, window creation, GL context creation, GLEW Init
- ovrHmd_AttachToWindow
- Eye textures/FBOs creation
- ovrHmd_ConfigureRendering
Everything else come later. Also, I think you also noticed it but apparently you should not have any GL error pending when calling ovrHmd_EndFrame.
OK, so I tried your steps and my application fully recognizes the Rift in "Direct" Mode, the camera is turned on, and the orientation works as I can see the output being rendered into the smaller window my app creates.
HOWEVER, with "Direct" mode the Rift itself never activates. As mentioned, the tracking and orientation works but the light stays orange on the Rift.
Any ideas?
Thanks.
EDIT: And I have no pending errors. I used this to check right before ovrHmd_EndFrame():
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR) {
err = err;
}
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