Forum Discussion
jfeh
11 years agoHonored Guest
OpenGL : retrieving the framebuffer of an attached window
Hi, As I mentioned in the midst of another topic, I would like to know if and how it is possible to retrieve the framebuffer's content currently displayed in the Rift at every frame (e.g. using glR...
lamour42
11 years agoExpert Protege
"jherico" wrote:"lamour42" wrote:
I am a DirectX programmer, so I don't know what is different in OpenGL mode. But in my code window size has nothing to do at all with the rift: in client distortion rendering with direct mode you have full control of back buffers - especially their size.
OpenGL is indeed different. At least on my nVidia system, the resolution of the Rift is directly tied to the size of the on-screen window you're attached to. You can make the window small, but it negatively impacts the Rift image, because it's ending up stretching however many pixels are in your window over the whole of the Rift screen.
Wow, what a serious drawback of OpenGL mode compared to DirectX. I would even consider it a bug, because neither dev guide nor header files mention this. So you render into a texture of arbitrary size but then get crippled when this is copied to the rift? Strange indeed. What exactly happens if you call ovrHmd_ConfigureRendering() with cfg.OGL.Header.BackBufferSize set to your render texture size? Does it give any errors?
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 1 year ago