Forum Discussion
MichaelNikelsky
11 years agoHonored Guest
ovrHmd_AttachToWindow?
Hi,
can anyone give me a hint on how to get the ovrHmd_AttachToWindow working with client side rendering?
Right now I tried this:
Init my OpenGL window (in fact it is a QGLWidget since our application is Qt-based). Then I initalize the oculus and the HMD. After that I grap the native windows handle of its parent window:
HWND handle = (HWND)parentWidget->winId();
Then I call ovrHmd_AttachToWindow( hmd, static_cast<void*>(handle), nullptr, nullptr);
The call returns true but my oculus display just stays black. Is there anything else I need to do? Resize the Window to a specific size?
Kind regards
Michael
can anyone give me a hint on how to get the ovrHmd_AttachToWindow working with client side rendering?
Right now I tried this:
Init my OpenGL window (in fact it is a QGLWidget since our application is Qt-based). Then I initalize the oculus and the HMD. After that I grap the native windows handle of its parent window:
HWND handle = (HWND)parentWidget->winId();
Then I call ovrHmd_AttachToWindow( hmd, static_cast<void*>(handle), nullptr, nullptr);
The call returns true but my oculus display just stays black. Is there anything else I need to do? Resize the Window to a specific size?
Kind regards
Michael
5 Replies
- 2EyeGuyAdventurerI can't get it working either.
- renderingpipeliHonored GuestSee this thread: viewtopic.php?f=34&t=10921 . OpenGL seems not to work in direct HMD mode so far, even as an extended desktop I didn't get usable results yet (lots of stuttering so far).
- renderingpipeliHonored Guest
"MichaelNikelsky" wrote:
Hi,
can anyone give me a hint on how to get the ovrHmd_AttachToWindow working with client side rendering?
Right now I tried this:
Init my OpenGL window (in fact it is a QGLWidget since our application is Qt-based). Then I initalize the oculus and the HMD. After that I grap the native windows handle of its parent window:
HWND handle = (HWND)parentWidget->winId();
Then I call ovrHmd_AttachToWindow( hmd, static_cast<void*>(handle), nullptr, nullptr);
The call returns true but my oculus display just stays black. Is there anything else I need to do? Resize the Window to a specific size?
Kind regards
Michael
Can you try this order:
ovr_Initialize
ovrHmd_Create
QT based window creation & OpenGL context creation
ovrHmd_AttachToWindow
ovrHmd_ConfigureRendering ( in case of direct HMD mode ) - mrjazzHonored Guest
"renderingpipeline" wrote:
(...), even as an extended desktop I didn't get usable results yet (lots of stuttering so far).
The problem seems to be the vsync being taken from the primary display and not from the Rift-display. I'm currently investigating how to fix this. - renderingpipeliHonored Guest
"mrjazz" wrote:
The problem seems to be the vsync being taken from the primary display and not from the Rift-display. I'm currently investigating how to fix this.
Set the Rift as the primary screen works for me (also: only use the Rift).
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