Sgeo
8 years agoProtege
Mixed Rendering and Quit to Oculus Home
Working on making a VR mod for an old game that uses custom software-rendering (It's only tolerable because of ASW + accidental low resolution that I haven't resolved yet, probably)
I'm setting ovrInit_MixedRendering. The user starts VR from an Options menu, and can close it the same way. My code to start and stop VR includes the ovr_Init and ovr_Shutdown, I'm not entirely sure if it should.
When starting and stopping from the menu, it works fine, but if I use Quit to Oculus Home, my code unchecks the menu option, and the game stops rendering to VR properly, but when I check that menu option again, the Oculus runtime seems get stuck waiting for the game to load, I'm thrown to a loading white screen. The game thinks everything's fine. If I don't include ovr_Init and ovr_Shutdown in the runtime switching flow, then the menu doesn't work properly.
Am I doing something particularly wrong? It would be a bit difficult for me to show code samples right now.
I'm setting ovrInit_MixedRendering. The user starts VR from an Options menu, and can close it the same way. My code to start and stop VR includes the ovr_Init and ovr_Shutdown, I'm not entirely sure if it should.
When starting and stopping from the menu, it works fine, but if I use Quit to Oculus Home, my code unchecks the menu option, and the game stops rendering to VR properly, but when I check that menu option again, the Oculus runtime seems get stuck waiting for the game to load, I'm thrown to a loading white screen. The game thinks everything's fine. If I don't include ovr_Init and ovr_Shutdown in the runtime switching flow, then the menu doesn't work properly.
Am I doing something particularly wrong? It would be a bit difficult for me to show code samples right now.