Forum Discussion
johnjoseph_cake
8 years agoHonored Guest
How to use an OVROverlay Cubemap?
Hi All, For this question assume that I'm in the Cubes scene included in the OVR SDK. I'm on mobile using a Galaxy S6 with the GearVR. In that scene, I used the OVRCameraRig to generate a cube...
johnjoseph_cake
8 years agoHonored Guest
imperativity said:
Hi,
Welcome to the Oculus Developer Forums.
Are you familiar with the documentation on OVROverlay here?
If you were to set the cubemap to underlay, does it still not show up in your scene?
Hi,
Yes, I think I followed the steps under basic usage and my component in Unity appears to be set up as it is in the screenshot on that page. I don't think there are any other OVROverlay objects in my scene besides the cubemap. I'll try setting it to underlay to see what happens. I haven't tried using the OVRRTOverlayConnector type yet so I'll try that as well.
deftware said:
Judging by the CopyTexture error complaining about formats, the problem is likely that you have a cubemap texture that has a different internal format than the framebuffer/screenshot texture.
If the texture can't copy because the src/dst are different formats then naturally it won't generate mipmaps, producing the mipmap error.
The cubemap texture was generated using the Oculus Screenshot Wizard. I assume that what that tool generates is fair game for a cubemap, but perhaps the texture it's trying to overwrite is invalid? I'm not sure what that texture is, though (I didn't specify one as far as I can tell) and I can't tell from the OpenGL flags what kind of image it wants. Perhaps I have to somehow clear any existing textures? But I don't know what to bind in order to clear it as it isn't displayed in the error.
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