Forum Discussion
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
I've managed to get the RiftApp code running locally now, albeit with a bit of a struggle determining all the dependencies, especially the Resources. It is using LWJGL which I'm unfamiliar with. I think this is why I'm struggling to find the equivalent pattern for JOGL.
I create a NEWT (native) window, but dont do anything with it apart from SDK 'attach' to it. But I'm starting to suspect that this attach call is related only to this new 'Direct to rift' mode?? which OSX does not have. If that is the case then I'm still left wondering how I tie my offscreen rendering into my onscreen native window.
Anyway I added the error checking, and it is coming from the endFrame call, error 1286.
I'm clearly missing something fundamental here.
I create a NEWT (native) window, but dont do anything with it apart from SDK 'attach' to it. But I'm starting to suspect that this attach call is related only to this new 'Direct to rift' mode?? which OSX does not have. If that is the case then I'm still left wondering how I tie my offscreen rendering into my onscreen native window.
Anyway I added the error checking, and it is coming from the endFrame call, error 1286.
I'm clearly missing something fundamental here.
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