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dee
10 years agoHonored Guest
image upside down after upgrade from 0.4.4 to 0.6.0
Hello,
I just updated my opengl based code to work with 0.6.0 (from 0.4.4). But when I turn on rendering to HMD, I see distorted image upside down (in both hmd and in mirror texture). Is there some simple explanation? what should I check first?
I did not make any unnecessary changes, I just changed ovrHmd_EndFrame() to ovrHmd_SubmitFrame() and so on.
Also, whole desktop turns black for 0.1s (as if changing video mode) every 4s, as long as I'm rendering to HMD.
I'm using DK2 in win7 classic, "Extend desktop" mode.
I tried "Direct HMD access" mode too, but DK2 light stays orange and image is black even in "Show Demo Scene".
Stepan
I just updated my opengl based code to work with 0.6.0 (from 0.4.4). But when I turn on rendering to HMD, I see distorted image upside down (in both hmd and in mirror texture). Is there some simple explanation? what should I check first?
I did not make any unnecessary changes, I just changed ovrHmd_EndFrame() to ovrHmd_SubmitFrame() and so on.
Also, whole desktop turns black for 0.1s (as if changing video mode) every 4s, as long as I'm rendering to HMD.
I'm using DK2 in win7 classic, "Extend desktop" mode.
I tried "Direct HMD access" mode too, but DK2 light stays orange and image is black even in "Show Demo Scene".
Stepan
3 Replies
- jhericoAdventurerMake sure your texture layer includes the flag ovrLayerFlag_TextureOriginAtBottomLeft. See the tiny room OpenGL examples for how to set up the layers.
- deeHonored Guest
"jherico" wrote:
Make sure your texture layer includes the flag ovrLayerFlag_TextureOriginAtBottomLeft. See the tiny room OpenGL examples for how to set up the layers.
Thanks, this solves upside down image. I copy-pasted code from "Migrating from SDK 0.5 to SDK 0.6" page, it has Flags = 0; - jhericoAdventurer
"dee" wrote:
Thanks, this solves upside down image. I copy-pasted code from "Migrating from SDK 0.5 to SDK 0.6" page, it has Flags = 0;
Yeah, I'm pretty sure all the documentation just goes merrily along assuming everyone is using DirectX (which has Y texture coordinates inverted compared to OpenGL).
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