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stolk
12 years agoHonored Guest
Rift Display Mode 'Direct' causing crash.
Hi,
I am getting some weird behaviour when setting the Rift Display Mode to 'Direct'.
I create my GL context using SDL2, with these calls:
This works if the Rift Display Mode is set to 'Extended Desktop'.
When set to 'Direct' I get an access violation at addr 0 when executing the SDL_GL_CreateContext() call.
Why would context creation suddenly be different, if the Direct mode is used?
Is it not the same GL driver running on the same GPU?
Another thing I noticed is that in Extended Desktop, with a properly created context, calling ovrHmd_ConfigureRendering() will cause a GL_INVALID_ENUM.
Any suggestions what could be causing these problems?
Bram
I am getting some weird behaviour when setting the Rift Display Mode to 'Direct'.
I create my GL context using SDL2, with these calls:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
glcontext = SDL_GL_CreateContext(window);
This works if the Rift Display Mode is set to 'Extended Desktop'.
When set to 'Direct' I get an access violation at addr 0 when executing the SDL_GL_CreateContext() call.
Why would context creation suddenly be different, if the Direct mode is used?
Is it not the same GL driver running on the same GPU?
Another thing I noticed is that in Extended Desktop, with a properly created context, calling ovrHmd_ConfigureRendering() will cause a GL_INVALID_ENUM.
ovrGLConfig cfg;
cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
cfg.OGL.Header.RTSize = OVR::Sizei(hmd->Resolution.w, hmd->Resolution.h);
cfg.OGL.Header.Multisample = 1;
#ifdef _WIN32
if (!(hmd->HmdCaps & ovrHmdCap_ExtendDesktop))
ovrHmd_AttachToWindow(hmd, info.info.win.window, NULL, NULL);
cfg.OGL.Window = info.info.win.window;
cfg.OGL.DC = NULL;
#endif
CHECK_OGL
ovrHmd_ConfigureRendering(hmd, &cfg.Config, ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp | ovrDistortionCap_Overdrive, eyeFov, eyeRenderDesc);
Any suggestions what could be causing these problems?
Bram
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