Forum Discussion
DoZo1971
11 years agoExplorer
Simple, one page, OpenGL example (Oculus SDK 0.3.2 Preview)
Hi,
Didn't take too long to modify the earlier example (thread) to work with the new 0.3.2 release.
I think the OGL.Window field in ovrGLConfig is just a leftover because you can pass NULL without any consequences. Luckily, at least, the OGL.WglContext and OGL.GdiDC fields are gone making it easier to do the OSX/Linux port. I'll will try the OSX version this afternoon.
EDIT: Still a bit of OpenGL state restoration to do after ovrHmd_EndFrame() if you want your own vertex arrays to work: GL_ELEMENT_ARRAY_BUFFER and GL_ARRAY_BUFFER.
EDIT: Modified so it should work on Linux (thanks yombo and rjoyce). I don't have a Linux machine so please check. Next up OSX!
EDIT: OSX "support" (big word, just some preprocessor defines). GLFW will create a 2.X context, at least on my machine, so the deprecated functions will work. If not let me know.
Thanks,
Daniel
Didn't take too long to modify the earlier example (thread) to work with the new 0.3.2 release.
I think the OGL.Window field in ovrGLConfig is just a leftover because you can pass NULL without any consequences. Luckily, at least, the OGL.WglContext and OGL.GdiDC fields are gone making it easier to do the OSX/Linux port. I'll will try the OSX version this afternoon.
EDIT: Still a bit of OpenGL state restoration to do after ovrHmd_EndFrame() if you want your own vertex arrays to work: GL_ELEMENT_ARRAY_BUFFER and GL_ARRAY_BUFFER.
EDIT: Modified so it should work on Linux (thanks yombo and rjoyce). I don't have a Linux machine so please check. Next up OSX!
EDIT: OSX "support" (big word, just some preprocessor defines). GLFW will create a 2.X context, at least on my machine, so the deprecated functions will work. If not let me know.
Thanks,
Daniel
// GLFWOculusRiftTest
// (c) cThrough 2014 (Daniel Dekkers)
// Version 2014052305 Based on OculusSDK 3.0.2 Preview
// Windows, Linux and OSX
#include <GL/glew.h>
#if defined(_WIN32)
#include <Windows.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#elif defined(__linux__)
#include <X11/X.h>
#include <X11/extensions/Xrandr.h>
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#endif
#include <GLFW/glfw3.h>
#if !defined(__APPLE__)
#include <GLFW/glfw3native.h>
#endif
#include <OVR.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
const bool l_FullScreen = false;
const bool l_MultiSampling = false;
const bool l_Spin = true;
ovrHmd l_Hmd;
ovrHmdDesc l_HmdDesc;
ovrFovPort l_EyeFov[2];
ovrGLConfig l_Cfg;
ovrEyeRenderDesc l_EyeRenderDesc[2];
GLfloat l_VAPoints[] =
{
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f,-0.5f, 0.5f,
0.5f,-0.5f, 0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f, 0.5f,-0.5f,
0.5f, 0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f,-0.5f,
-0.5f, 0.5f,-0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f,-0.5f,-0.5f,
0.5f,-0.5f,-0.5f,
0.5f,-0.5f, 0.5f,
-0.5f,-0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f,-0.5f, 0.5f,
0.5f,-0.5f,-0.5f,
0.5f, 0.5f,-0.5f,
-0.5f,-0.5f,-0.5f,
-0.5f,-0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f,-0.5f
};
GLfloat l_VANormals[] =
{
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 0.0f,-1.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
0.0f,-1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f
};
GLuint l_VAIndici[] =
{
0, 1, 2, 3,
4, 5, 6, 7,
8, 9, 10, 11,
12, 13, 14, 15,
16, 17, 18, 19,
20, 21, 22, 23
};
// =============================================================================
static void ErrorCallback(int p_Error, const char* p_Description)
{
fputs(p_Description, stderr);
}
// =============================================================================
static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
glfwSetWindowShouldClose(p_Window, GL_TRUE);
}
// =============================================================================
static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
{
l_Cfg.OGL.Header.RTSize.w = p_Width;
l_Cfg.OGL.Header.RTSize.h = p_Height;
int l_DistortionCaps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp;
ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_DistortionCaps, l_EyeFov, l_EyeRenderDesc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
// ============================================================================
void RenderCubeVertexArrays(void)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, l_VAPoints);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, l_VANormals);
glDrawElements(GL_QUADS, 6*4, GL_UNSIGNED_INT, l_VAIndici);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
// ============================================================================
void RenderCubeFixedFunction(void)
{
// Obsolete, remains as a fall back for the vertex arrays version...
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f( 0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f,-0.5f, 0.5f);
glVertex3f( 0.5f,-0.5f, 0.5f);
glNormal3f( 0.0f, 0.0f,-1.0f);
glVertex3f(-0.5f,-0.5f,-0.5f);
glVertex3f(-0.5f, 0.5f,-0.5f);
glVertex3f( 0.5f, 0.5f,-0.5f);
glVertex3f( 0.5f,-0.5f,-0.5f);
glNormal3f( 0.0f, 1.0f, 0.0f);
glVertex3f( 0.5f, 0.5f, 0.5f);
glVertex3f( 0.5f, 0.5f,-0.5f);
glVertex3f(-0.5f, 0.5f,-0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glNormal3f( 0.0f,-1.0f, 0.0f);
glVertex3f(-0.5f,-0.5f,-0.5f);
glVertex3f( 0.5f,-0.5f,-0.5f);
glVertex3f( 0.5f,-0.5f, 0.5f);
glVertex3f(-0.5f,-0.5f, 0.5f);
glNormal3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.5f, 0.5f, 0.5f);
glVertex3f( 0.5f,-0.5f, 0.5f);
glVertex3f( 0.5f,-0.5f,-0.5f);
glVertex3f( 0.5f, 0.5f,-0.5f);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-0.5f,-0.5f,-0.5f);
glVertex3f(-0.5f,-0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f,-0.5f);
glEnd();
}
// ============================================================================
static void SetOpenGLState(void)
{
// Some state...
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (l_MultiSampling) glEnable(GL_MULTISAMPLE);
// Some (stationary) lights...
GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
glEnable(GL_LIGHT0);
GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
glEnable(GL_LIGHT1);
// Material...
GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
GLfloat l_MaterialShininess[] = { 10.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}
// =============================================================================
int main(void)
{
// Initialize LibOVR...
ovr_Initialize();
l_Hmd = ovrHmd_Create(0);
if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);
ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);
// Start the sensor which provides the Rift’s pose and motion.
ovrHmd_StartSensor(l_Hmd, ovrSensorCap_Orientation | ovrSensorCap_YawCorrection | ovrSensorCap_Position, ovrSensorCap_Orientation);
GLFWwindow* l_Window;
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) exit(EXIT_FAILURE);
if (l_MultiSampling) glfwWindowHint(GLFW_SAMPLES, 4); else glfwWindowHint(GLFW_SAMPLES, 0);
ovrSizei l_ClientSize;
if (l_FullScreen)
{
l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
// Create a fullscreen window with the Oculus Rift resolution...
l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
}
else
{
l_ClientSize.w = 640;
l_ClientSize.h = 480;
l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
}
if (!l_Window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
// Make the context current for this window...
glfwMakeContextCurrent(l_Window);
// Don't forget to initialize Glew, turn glewExperimental on to avoid problem fetching function pointers...
glewExperimental = GL_TRUE;
GLenum l_Result = glewInit();
if (l_Result!=GLEW_OK)
{
printf("glewInit() error.\n");
exit(EXIT_FAILURE);
}
// Print some info about the OpenGL context...
int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
int l_Profile = glfwGetWindowAttrib(l_Window, GLFW_OPENGL_PROFILE);
printf("OpenGL: %d.%d ", l_Major, l_Minor);
if (l_Major>=3) // Profiles introduced in OpenGL 3.0...
{
if (l_Profile==GLFW_OPENGL_COMPAT_PROFILE) printf("GLFW_OPENGL_COMPAT_PROFILE\n"); else printf("GLFW_OPENGL_CORE_PROFILE\n");
}
printf("Vendor: %s\n", (char*)glGetString(GL_VENDOR));
printf("Renderer: %s\n", (char*)glGetString(GL_RENDERER));
// Create some lights, materials, etc...
SetOpenGLState();
// We will do some offscreen rendering, setup FBO...
ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
ovrSizei l_TextureSize;
l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);
// Create FBO...
GLuint l_FBOId;
glGenFramebuffers(1, &l_FBOId);
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
// The texture we're going to render to...
GLuint l_TextureId;
glGenTextures(1, &l_TextureId);
// "Bind" the newly created texture : all future texture functions will modify this texture...
glBindTexture(GL_TEXTURE_2D, l_TextureId);
// Give an empty image to OpenGL (the last "0")
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// Linear filtering...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Create Depth Buffer...
GLuint l_DepthBufferId;
glGenRenderbuffers(1, &l_DepthBufferId);
glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);
// Set the texture as our colour attachment #0...
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);
// Set the list of draw buffers...
GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers
// Check if everything is OK...
GLenum l_Check = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (l_Check!=GL_FRAMEBUFFER_COMPLETE)
{
printf("There is a problem with the FBO.\n");
exit(EXIT_FAILURE);
}
// Unbind...
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Oculus Rift eye configurations...
l_EyeFov[0] = l_HmdDesc.DefaultEyeFov[0];
l_EyeFov[1] = l_HmdDesc.DefaultEyeFov[1];
l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
l_Cfg.OGL.Header.Multisample = (l_MultiSampling ? 1 : 0);
l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
#if defined(_WIN32)
l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
#elif defined(__linux__)
l_Cfg.OGL.Win = glfwGetX11Window(l_Window);
l_Cfg.OGL.Disp = glfwGetX11Display();
#endif
int l_DistortionCaps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp;
ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_DistortionCaps, l_EyeFov, l_EyeRenderDesc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
ovrGLTexture l_EyeTexture[2];
l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
l_EyeTexture[0].OGL.Header.RenderViewport.Pos.x = 0;
l_EyeTexture[0].OGL.Header.RenderViewport.Pos.y = 0;
l_EyeTexture[0].OGL.Header.RenderViewport.Size.w = l_TextureSize.w/2;
l_EyeTexture[0].OGL.Header.RenderViewport.Size.h = l_TextureSize.h;
l_EyeTexture[0].OGL.TexId = l_TextureId;
// Right eye the same, except for the x-position in the texture...
l_EyeTexture[1] = l_EyeTexture[0];
l_EyeTexture[1].OGL.Header.RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
glfwSetKeyCallback(l_Window, KeyCallback);
glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);
GLfloat l_SpinX;
GLfloat l_SpinY;
while (!glfwWindowShouldClose(l_Window))
{
if (l_Spin)
{
l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);
}
else
{
l_SpinX = 30.0f;
l_SpinY = 40.0f;
}
ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);
// Bind the FBO...
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
// Clear...
glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
{
ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);
glViewport(l_EyeTexture[l_Eye].OGL.Header.RenderViewport.Pos.x,
l_EyeTexture[l_Eye].OGL.Header.RenderViewport.Pos.y,
l_EyeTexture[l_Eye].OGL.Header.RenderViewport.Size.w,
l_EyeTexture[l_Eye].OGL.Header.RenderViewport.Size.h
);
// Get Projection and ModelView matrici from the device...
OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
l_EyeRenderDesc[l_Eye].Fov, 0.3f, 100.0f, true);
OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());
// Pass matrici on to OpenGL...
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Translate for specific eye based on IPD...
glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
l_EyeRenderDesc[l_Eye].ViewAdjust.y,
l_EyeRenderDesc[l_Eye].ViewAdjust.z);
// Multiply with orientation retrieved from sensor...
glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
// Move back a bit to show scene in front of us...
glTranslatef(0.0f, 0.0f, -2.0f);
// Make the cube spin...
glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);
// Render...
// RenderCubeFixedFunction();
RenderCubeVertexArrays();
ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
}
// Unbind the FBO, back to normal drawing...
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ovrHmd_EndFrame(l_Hmd);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
glfwPollEvents();
}
glfwDestroyWindow(l_Window);
glfwTerminate();
ovrHmd_Destroy(l_Hmd);
ovr_Shutdown();
exit(EXIT_SUCCESS);
}
51 Replies
- yellowCapHonored GuestThat's great, thanks Daniel! :)
Are the SDK patches mentioned in the previous thread still required or have they been incorporated into 3.0.2? - DoZo1971ExplorerI didn't touch anything. Didn't even do a rebuild of the 3.0.2 libs. They are doing a good job. Not on the documentation though, every page has errors.
- ckoeberHonored GuestVery nice; did anyone try out multi-sampling out on the default framebuffer?
As it stands now I have to do a glBlitframebuffer to resolve multi-sampled textures.
If the framebuffer they need can be multi-sampled that would have quite a few calls... - yellowCapHonored Guest
They are doing a good job. Not on the documentation though, every page has errors.
Which makes your example even more helpful :) Hopefully they sort the docs out before SDK v3 comes out of preview. - TeraBitHonored GuestThanks. Helped me fix my code which suddenly stopped working. ;)
Release 2 does seem to improve OpenGL efficiency too. Gone from 1440 FPS to 2270 FPS on my Simple Spinning Sphere (16k triangles) Engine Demo. - DoZo1971ExplorerOk, that's great. Didn't look at the fps results yet.
@ckoeber: Tried multisampling, but don't see anything happening. - ckoeberHonored Guest
"DoZo1971" wrote:
Ok, that's great. Didn't look at the fps results yet.
@ckoeber: Tried multisampling, but don't see anything happening.
Thanks. I guess Oculus VR feels they have the basics done so no need to look at it but without MultiSampling built into the default textures and framebuffer you have to do expensive copy/downsampling operations from one that does which cuts framerate.
Would I be an asshole if I reported this as an issue? :) - doodlepipHonored GuestJust tried this example and it works great thanks. However when I've tried to change to vertex array rendering with RenderCubeVertexArrays() the cube isn't being rendered. Should this work - does it work for anyone else?
- DoZo1971ExplorerYeah, I noticed too. Changed the code and pasted it as an edit. Should work now.
There are still some "hidden" OpenGL state changes that have to be restored after ovrHmd_EndFrame(). Although most of them (culling, depth test) are ok now with 3.0.2. - doodlepipHonored Guest
"DoZo1971" wrote:
Yeah, I noticed too. Changed the code and pasted it as an edit. Should work now.
There are still some "hidden" OpenGL state changes that have to be restored after ovrHmd_EndFrame(). Although most of them (culling, depth test) are ok now with 3.0.2.
Excellent, working now, thanks!
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 4 years ago
- 10 months ago
- 4 years ago