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November 13, 2015

Displaying Mirror Texture on runtime 0.8

Hi, I guess this is more directed to the oculus dev team. I have the following question/issue

I'm running a rather unusual OpenGL implementation of the rift where I expose the SDK functions via a DLL and it has been running perfectly since SDK0.6. All tough fixed pipeline is ancient, I'm (only) using it to bind the mirror texture to 4 vertices in order to display it.
This works on SDK 0.7/Runtime 0.7 without problems. However after I migrated to SDK/runtime 0.8 everything else still works but now I get a black screen instead of the mirror texture (Ids are still proper created). My rendering process has not changed at all. All I did was change the variable names, as per SDK upgrade descriptions and remove some deprecated functions.
I also noticed that my 0.7 SDK build example, displays a black mirror texture on runtime 0.8, while working perfectly on runtime 0.7. The Oculus Tiny OpenGL example, however works correctly on 0.8 and mirror textures are displayed.

So I supposed something changed in the way mirror textures are handled on the runtime side. Would it be possible to get some dev info on this??

Thanks.

EDIT: Copied, OculusRoomTiny(GL) way of displaying the mirror tex via an FBO. That does work. I guess it was time to move away from fixed pipeline.

    1 reply

    Inspiring
    November 13, 2015
    Right on. Thanks for following up.
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