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
Hi,
thanks for your explanation. You are right, I read much more into SDK rendering as opposed to client distortion rendering as there actually is.
What I now do understand even less is why it should not work to set cfg.OGL.Header.BackBufferSize to back buffer size instead of window size. What the Oculus runtime does should be exactly the same - regardless of if the content was drawn by OpenGL or DirectX, right? And this definitely works in DirectX.
Another question: Is there some place where you discuss the pros and cons of the hybrid OpenGL/DirectX approach of your (excellent!) example https://github.com/OculusRiftInAction/OculusRiftInAction/blob/master/examples/cpp/experimental/Example_X_Direct3dInterop.cpp? This might even get an old DirectX fan like myself get interested in trying out OpenGL. :P
thanks for your explanation. You are right, I read much more into SDK rendering as opposed to client distortion rendering as there actually is.
What I now do understand even less is why it should not work to set cfg.OGL.Header.BackBufferSize to back buffer size instead of window size. What the Oculus runtime does should be exactly the same - regardless of if the content was drawn by OpenGL or DirectX, right? And this definitely works in DirectX.
Another question: Is there some place where you discuss the pros and cons of the hybrid OpenGL/DirectX approach of your (excellent!) example https://github.com/OculusRiftInAction/OculusRiftInAction/blob/master/examples/cpp/experimental/Example_X_Direct3dInterop.cpp? This might even get an old DirectX fan like myself get interested in trying out OpenGL. :P
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