Forum Discussion
skavee
10 years agoExplorer
Displaying Mirror Texture on runtime 0.8
Hi, I guess this is more directed to the oculus dev team. I have the following question/issue
I'm running a rather unusual OpenGL implementation of the rift where I expose the SDK functions via a DLL and it has been running perfectly since SDK0.6. All tough fixed pipeline is ancient, I'm (only) using it to bind the mirror texture to 4 vertices in order to display it.
This works on SDK 0.7/Runtime 0.7 without problems. However after I migrated to SDK/runtime 0.8 everything else still works but now I get a black screen instead of the mirror texture (Ids are still proper created). My rendering process has not changed at all. All I did was change the variable names, as per SDK upgrade descriptions and remove some deprecated functions.
I also noticed that my 0.7 SDK build example, displays a black mirror texture on runtime 0.8, while working perfectly on runtime 0.7. The Oculus Tiny OpenGL example, however works correctly on 0.8 and mirror textures are displayed.
So I supposed something changed in the way mirror textures are handled on the runtime side. Would it be possible to get some dev info on this??
Thanks.
EDIT: Copied, OculusRoomTiny(GL) way of displaying the mirror tex via an FBO. That does work. I guess it was time to move away from fixed pipeline.
I'm running a rather unusual OpenGL implementation of the rift where I expose the SDK functions via a DLL and it has been running perfectly since SDK0.6. All tough fixed pipeline is ancient, I'm (only) using it to bind the mirror texture to 4 vertices in order to display it.
This works on SDK 0.7/Runtime 0.7 without problems. However after I migrated to SDK/runtime 0.8 everything else still works but now I get a black screen instead of the mirror texture (Ids are still proper created). My rendering process has not changed at all. All I did was change the variable names, as per SDK upgrade descriptions and remove some deprecated functions.
I also noticed that my 0.7 SDK build example, displays a black mirror texture on runtime 0.8, while working perfectly on runtime 0.7. The Oculus Tiny OpenGL example, however works correctly on 0.8 and mirror textures are displayed.
So I supposed something changed in the way mirror textures are handled on the runtime side. Would it be possible to get some dev info on this??
Thanks.
EDIT: Copied, OculusRoomTiny(GL) way of displaying the mirror tex via an FBO. That does work. I guess it was time to move away from fixed pipeline.
1 Reply
- cyberealityGrand ChampionRight on. Thanks for following up.
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