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whitehexagon
11 years agoExplorer
JOVR with JOGL and SDK rendering
I'm trying to get something really basic running with OSX, JOVR, OpenGL, JOGL, and SDK 0-4-1 rendering. But I'm getting this fatal error at step 5.5 in the code below. C [libGL.dylib+0x18b5] glG...
whitehexagon
11 years agoExplorer
Thanks! I've fixed few issues relating to your suggestions, and those 2 errors are gone! I suspect it was also the order of the configure call, ie. that it was outside of a gl context.
I'm now rendering fine into my 2 offscreen buffers (validated via 2 pixel grabs to 2 files - one for each eye)
But I dont get anything rendered to my native Window. I attach the hmd to the window as per code below. Since I pass the textureId s down to the hmd at the end of a render loop, I was expecting the SDK to draw the textures into the window after distortion etc had been applied. Is there something extra I need to make that happen? or am I misunderstanding the SDK? Am I suspose the render the 2 textures there myself?
I'm now rendering fine into my 2 offscreen buffers (validated via 2 pixel grabs to 2 files - one for each eye)
But I dont get anything rendered to my native Window. I attach the hmd to the window as per code below. Since I pass the textureId s down to the hmd at the end of a render loop, I was expecting the SDK to draw the textures into the window after distortion etc had been applied. Is there something extra I need to make that happen? or am I misunderstanding the SDK? Am I suspose the render the 2 textures there myself?
Pointer windowHandle = new Pointer(window.getNativeSurface().getSurfaceHandle());
if (0 == OvrLibrary.INSTANCE.ovrHmd_AttachToWindow(hmd, windowHandle, eyeRenderViewport[0], eyeRenderViewport[0])) {
throw new IllegalStateException("step 7 - cant attach");
}
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