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Anonymous
11 years agoNo sRGB inside HMD (OpenGL, SDK 0.4.3)
Hello, Here is my experience with the DK2 so far. I work with SDL2, OpenGL 3.3 in default profile (compatibility ?) and Windows 7 64 bits for now. I was surprised to get the Direct HMD mode working...
DanB
11 years agoHonored Guest
It might be failing for the default framebuffer if the context initialization is calling SetPixelFormat twice on the same window because this isn't allowed ( see remarks at http://msdn.microsoft.com/en-us/library/windows/desktop/dd369049(v=vs.85).aspx ).
The code at \oculussdk\samples\commonsrc\render\render_gl_win32_device.cpp in the Oculus 0.4.2 SDK calls SetPixelFormat twice on the same window/dc, so the second call where it tries to set WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB is probably ignored.
The code at \oculussdk\samples\commonsrc\render\render_gl_win32_device.cpp in the Oculus 0.4.2 SDK calls SetPixelFormat twice on the same window/dc, so the second call where it tries to set WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB is probably ignored.
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