Oculus Integration
Hey all, I have an application that renders in Directx 12 and I want to integrate to Oculus. I am currently doing all my different rendering in HDR then making a full screen tone map pass (with a couple other things) into my swap chain back buffer. For Oculus support I'm hoping I can just make the tone map pass into the Oculus swap chain? I'd like to take advantage of ATW, etc and I was hoping someone can give me an AUTHORITATIVE pseudo code sequence or verify/edit my assumed rendering..
- get eye poses
- get session and check if visible
- get views/etc and render as per my normal
....this is where I'm uncertain
- rt = ovr_GetTextureSwapChainCurrentIndex
- set render target to rt and do tone map pass
- set up layer 0 and put layerMain.ColorTexture[0] = m_oculusTextureSwapChain;
- call ovr_SubmitFrame with the layer ind
Thanks ahead for any help....
- get eye poses
- get session and check if visible
- get views/etc and render as per my normal
....this is where I'm uncertain
- rt = ovr_GetTextureSwapChainCurrentIndex
- set render target to rt and do tone map pass
- set up layer 0 and put layerMain.ColorTexture[0] = m_oculusTextureSwapChain;
- call ovr_SubmitFrame with the layer ind
Thanks ahead for any help....
