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Slin's avatar
Slin
Expert Protege
12 years ago

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?

4 Replies

  • "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.
  • Did 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.