Mobile SDK shader examples and tethered PC play
Hello!
The example source code provided with the Mobile SDK makes use of OpenGL ES shaders, which in some specific places, have a syntax that is different from the syntax of regular OpenGL.
I just found out recently you now can connect an Oculus Quest to a PC for tethered play. How does this work? I mean, with this mode, your PC becomes the GPU, instead of the hardware on the headset. The examples in the Mobile SDK contain only ES shaders, and there is no indication of switching shaders when in tethered mode, so... how do these shaders run in a PC?
The example source code provided with the Mobile SDK makes use of OpenGL ES shaders, which in some specific places, have a syntax that is different from the syntax of regular OpenGL.
I just found out recently you now can connect an Oculus Quest to a PC for tethered play. How does this work? I mean, with this mode, your PC becomes the GPU, instead of the hardware on the headset. The examples in the Mobile SDK contain only ES shaders, and there is no indication of switching shaders when in tethered mode, so... how do these shaders run in a PC?
