Forum Discussion
Slin
12 years agoExpert Protege
OpenGL and 0.4.4
I am trying to get my DK2 running with a custom engine, using OpenGL 4.1 Core Profile and SDK rendering.
This is all starting to work really good on OSX, but I can't get direct mode running on windows. Is this supposed to work?
At least some logs why it does not work would be nice... Does the final window have to already exist for this to work, can it change afterwards?
Right now my rift just stays off and my monitor shows a black fullscreen window (which should show the game, but I am not sure that this is caused by direct mode).
The change list states: "Added support for specifying OpenGL version and core profile support."
How would I specify the OpenGL version and do I need to do this for core profile to work?
This is all starting to work really good on OSX, but I can't get direct mode running on windows. Is this supposed to work?
At least some logs why it does not work would be nice... Does the final window have to already exist for this to work, can it change afterwards?
Right now my rift just stays off and my monitor shows a black fullscreen window (which should show the game, but I am not sure that this is caused by direct mode).
The change list states: "Added support for specifying OpenGL version and core profile support."
How would I specify the OpenGL version and do I need to do this for core profile to work?
4 Replies
- tmason101Honored Guest
"Slin" wrote:
I am trying to get my DK2 running with a custom engine, using OpenGL 4.1 Core Profile and SDK rendering.
This is all starting to work really good on OSX, but I can't get direct mode running on windows. Is this supposed to work?
At least some logs why it does not work would be nice... Does the final window have to already exist for this to work, can it change afterwards?
Right now my rift just stays off and my monitor shows a black fullscreen window (which should show the game, but I am not sure that this is caused by direct mode).
The change list states: "Added support for specifying OpenGL version and core profile support."
How would I specify the OpenGL version and do I need to do this for core profile to work?
The sample project "OculusWorldDemo" does work with OpenGL and Direct mode. It may take a bit of code review to see how Oculus did it but that is where I am starting my review of the code. - fmammanoHonored GuestI have recently written a post ( Oculus SDK OpenGL Demo - https://forums.oculus.com/viewtopic.php?f=20&t=17197 ).
I have converted the D3DX OculusRoomTiny into an OpenGL version.
You can directly download it from here: http://federico-mammano.github.io/Oculus-SDK-0.4.3-beta-OpenGL-Demo
I hope you could find it useful. - MrKaktusExplorerDid you test your OculusRoomTinyOGL in non-SDK rendering mode?
It is not working for me, I get assertion in endFrameTiming().
It also requires patching glext, wgl header references and linker referenes to dx11 lib's etc.
(I've already updated to 4.4 runtime, but it should still work).
On my end I have working non-SDK OpenGL rendering implementation, but I'm seeing frame timing fluctuations and when moving head tearing. I suppose fault lays in timeWarp, but I cannot find what I'm doing wrong. I've analyzed RoomTinyDX11 step by step, instruction after instruction and everything looks identical. The only difference is seting up frame delay to 1 in DX. How to do it in OpenGL ?
In fact I don't understand why RoomTiny demo is not provided with non-SDK OpenGL rendering mode as well.
PS: I have DK2 set to extended desktop mode. - fmammanoHonored GuestYou could find the updated example here: http://federico-mammano.github.io/Oculus-SDK-0.4.4-beta-OpenGL-Demo
I hope you find it useful.
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