ovrHmd_GetEyePoses affecting OpenGL Rendering
We're working on a proof of concept app using some 3rd party OpenGL rendering software and we're having an issue with materials rendering mostly transparent after calling ovrHmd_GetEyePoses, or ovrHmd_EndFrame. At least with ovrHmd_EndFrame I can understand that having an effect on the OpenGL state, but I don't understand why ovrHmd_GetEyePoses would affect rendering at all.
As it stands I've reduced our sample app (derived from OculusTinyRoom) to the minimal amount of code that renders to a window, not even the rift (no BeginFrame or EndFrame). If I comment out the ovrHmd_GetEyePoses function call all the materials renders in the window properly opaque. Uncommented, transparent.
Any ideas?
As it stands I've reduced our sample app (derived from OculusTinyRoom) to the minimal amount of code that renders to a window, not even the rift (no BeginFrame or EndFrame). If I comment out the ovrHmd_GetEyePoses function call all the materials renders in the window properly opaque. Uncommented, transparent.
Any ideas?
