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jfeh's avatar
jfeh
Honored Guest
11 years ago

SDK 0.4.4 : OpenGL functions loading and debug info

Hi,

As stated in the release notes of the SDK 0.4.4, new features include :
- Added support for specifying OpenGL version and core profile support.
- Enabling of GLE module. This moves the GL extension loading and management to the GLE module, which is somewhat like GLEW. This also allows for automated hooking of all GL functions on platforms (enabled by default on Mac because it doesn’t support KHR_Debug). It also centralizes the OpenGL version and extension management to a single place and consistent interface.
- Added debug functionality to LibOVR to make assertion and crash reporting easier; sample apps and the Config Utility will now display a dialog on crash.
- Added debug functions to CAPI, to allow real-time debug changing of eye-relief (in the creation of distortion meshes), and real-time debug offsetting of timing information (in generation of timewarp matrices).


So :
- how do you specify the OpenGL version ? and what does it mean exactly as the OpenGL context (and thus version) is provided on the application side ?
- is it possible to disable the OpenGL extensions loading (e.g. if the Rift is integrated in a code base where we already fetch these OpenGL pointers) ? From my understanding, ovrHmd_initialize will always load all possible OpenGL functions if not already done once by itself, is there a proper way to avoid that ?
- how can we enable maximum logging when investigating crash issues ?

Thanks,
Jeff.

1 Reply

  • -how do you specify the OpenGL version ?

    The first bullet point about specifying OpenGL version and core profile support is referring to the sample applications (e.g. OculusWorldDemo) and not to the usage of LibOVR in general. LibOVR itself will use whatever is currently available. There should be no effect on your application except that some of the other changes in this version will allow better compatibility between OpenGL-based applications and LibOVR. Sorry for the confusion.

    -how can we enable maximum logging when investigating crash issues ?

    You can enable logging to a text file with the RiftConfigUtil, but there's not an exposed way to modulate the level of logging it does. That will be addressed in an upcoming release. 0.4.4 includes a basic crash reporter with its sample apps and tools (e.g. RiftConfigUtil), and any crash reports generated by those can be sent to us for investigation. If you encounter a crash within your own application that occurs within the Oculus software then you can send us basic relevant information such as relevant instruction addresses of the backtrace.