Forum Discussion
Anonymous
11 years agoUnity, Windows and OpenGL
I asked this question over on the Unity forums but have not had a response, so I thought I would ask here.
My current project requires a native plugin for rendering and then compositing our content into the VR eyes. This renderer requires OpenGL.
Since the Oculus 0.4.4 there hasn't been a working version that has supported OpenGL. It's coming up to a year since that SDK release.
This is what I've found while testing different builds, runtimes and sdks.

Can anyone give me a heads up about support for OpenGL support on Windows and when it might be coming?
The original post
http://forum.unity3d.com/threads/what-i ... ws.356243/
My current project requires a native plugin for rendering and then compositing our content into the VR eyes. This renderer requires OpenGL.
Since the Oculus 0.4.4 there hasn't been a working version that has supported OpenGL. It's coming up to a year since that SDK release.
This is what I've found while testing different builds, runtimes and sdks.
Can anyone give me a heads up about support for OpenGL support on Windows and when it might be coming?
The original post
http://forum.unity3d.com/threads/what-i ... ws.356243/
3 Replies
Replies have been turned off for this discussion
- vrdavebOculus StaffWindows GL support is planned but low-priority due to the extremely limited number of apps using it. Is there any way you could port to D3D11? For example, you could use WGL_NV_DX_interop2 (https://www.opengl.org/registry/specs/NV/DX_interop2.txt) to share a texture you render in GL with Unity's D3D11 renderer.
- AnonymousThanks for the reply.
We'll investigate using that interop, might just do the trick.
Do you feel that Windows GL support will make it into the 1.0 release? - vrdavebOculus StaffUnfortunately, it probably won't. The next API we are planning to add is DX12.
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