Forum Discussion
knchaffin
7 years agoExplorer
wglDXRegisterObjectNV returns 0 but no error ( NV_DX_interop2 )
Has anyone successfully added NV_DX_interop2 functionality to a PC Win10 OVR SDK app with NVIDIA GTX 1080 GPU? Just to be clear, my goal is to be able to execute arbitrary GL code and have it writ...
knchaffin
7 years agoExplorer
Since I do not fully understand how interop is implemented on the OVR SDK and runtime, I feel that I should mention my framework for my Windows app.
- My app is based on the sample Oculus World Demo app framework.
- The RenderDevice and eye render target objects are declared and defined in the OculusWorldDemo.h header and the Samples/CommonSrc/Render_D3D11_Device.h headers.
As such, in the OculusWorldDemo.h file, the following are defined:
class OculusWorldDemoApp : public Application
{
{
....
struct RenderTarget
{
Ptr<Texture> pColorTex;
{
Ptr<Texture> pColorTex;
// Texture declared in SamplesCommonSrcRender_D3D11_Device.h
Ptr<Texture> pDepthTex;
};
// Last render target for eye FOV buffers.
static const int RenderTarget_EyeLast = Rendertarget_BothEyes + 1;
RenderTarget RenderTargets[Rendertarget_LAST];
RenderTarget* DrawEyeTargets[Rendertarget_LAST];
RenderTarget RenderTargets[Rendertarget_LAST];
RenderTarget* DrawEyeTargets[Rendertarget_LAST];
....
};
@volgaksoy
Is this what you meant when you said I should create my own textures rather than relying on those Oculus provides? All further actions on the render textures are done through these pColorTex and pDepthTex.objects. Should these textures be compatible with the full interop2, if desired?
Thanks
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