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Up and Coming
April 27, 2014

Simple OpenGL example with GLFW, GLEW and OculusSDK 0.3.1

Hi,

Hope this will save you some headaches (and not cause any more).
Only win32, but with GLFW it shouldn't be too hard to port once the OculusSDK becomes cross-platform.

EDIT
This is a one-page sample, 99% plain C. It is based on the OculusSDK 0.3.1 Preview. OpenGL 3.3 and up, compatibility profile.
For nVidia systems it works as-is.
At the time of writing, for AMD systems, it needs some bug fixes and a rebuild of the SDK libraries. This "patch" is advised for nVidia users as well, but not needed.
Load the Visual Studio solution from OculusSDK/Samples. Depending on your Visual Studio [version]: LibOVR_With_Samples_[version].sln.
In CAPI_GL_DistortionRenderer.cpp (LibOVR/CAPI/GL):
Line 142, replace oColor = Color.r with oColor = vec4(oColor)
Line 349, replace oColor = Color.r with oColor = vec4(oColor)
Line 758, replace (int) DistortionMeshVBs[eyeNum]->GetSize() with (int)DistortionMeshIBs[eyeNum]->GetSize()/2
Line 763, replace (int) DistortionMeshVBs[eyeNum]->GetSize() with (int)DistortionMeshIBs[eyeNum]->GetSize()/2
Rebuild the lib (Debug and/or Release).

Thanks,
Daniel Dekkers


#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>

// =============================================================================

static void ErrorCallback(int p_Error, const char* p_Description)
{
fputs(p_Description, stderr);
}

// =============================================================================

static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
glfwSetWindowShouldClose(p_Window, GL_TRUE);
}

// =============================================================================

static void RenderCube(float p_Size)
{
const float l_SizeDiv2 = p_Size*0.5f;

// A cube...
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glEnd();

glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f,-1.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glEnd();

glBegin(GL_QUADS);
glNormal3f( 0.0f, 1.0f, 0.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glEnd();

glBegin(GL_QUADS);
glNormal3f( 0.0f,-1.0f, 0.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glEnd();

glBegin(GL_QUADS);
glNormal3f( 1.0f, 0.0f, 0.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glEnd();

glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glEnd();
}

// ============================================================================

static void SetOpenGLState(void)
{
// Some state...
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Some (stationary) lights...
GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
glEnable(GL_LIGHT0);

GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
glEnable(GL_LIGHT1);

// Material...
GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
GLfloat l_MaterialShininess[] = { 10.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}

// =============================================================================

int main(void)
{
// Initialize LibOVR...
ovr_Initialize();

ovrHmd l_Hmd = ovrHmd_Create(0);
if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

ovrHmdDesc l_HmdDesc;
ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

GLFWwindow* l_Window;

glfwSetErrorCallback(ErrorCallback);

if (!glfwInit()) exit(EXIT_FAILURE);

ovrSizei l_ClientSize;
l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
// Create a fullscreen window with the Oculus Rift resolution...
l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
if (!l_Window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}

// Print the OpenGL version we are using...
int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
printf("OpenGL: %d.%d\n", l_Major, l_Minor);

// Make the context current for this window...
glfwMakeContextCurrent(l_Window);

// Create some lights, materials, etc...
SetOpenGLState();

// Don't forget to initialize Glew...
glewInit();

// We will do some offscreen rendering, setup FBO...
ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
ovrSizei l_TextureSize;
l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

// Create FBO...
GLuint l_FBOId;
glGenFramebuffers(1, &l_FBOId);
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

// The texture we're going to render to...
GLuint l_TextureId;
glGenTextures(1, &l_TextureId);
// "Bind" the newly created texture : all future texture functions will modify this texture...
glBindTexture(GL_TEXTURE_2D, l_TextureId);
// Give an empty image to OpenGL (the last "0")
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// Linear filtering...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

// Create Depth Buffer...
GLuint l_DepthBufferId;
glGenRenderbuffers(1, &l_DepthBufferId);
glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

// Set the texture as our colour attachment #0...
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

// Set the list of draw buffers...
GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

// Unbind...
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);

// Oculus Rift eye configurations...
ovrEyeDesc l_Eyes[2];
l_Eyes[0].Eye = ovrEye_Left;
l_Eyes[1].Eye = ovrEye_Right;
l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
l_Eyes[0].TextureSize.w = l_TextureSize.w;
l_Eyes[0].TextureSize.h = l_TextureSize.h;
l_Eyes[1].TextureSize.w = l_TextureSize.w;
l_Eyes[1].TextureSize.h = l_TextureSize.h;
l_Eyes[0].RenderViewport.Pos.x = 0;
l_Eyes[0].RenderViewport.Pos.y = 0;
l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
l_Eyes[1].RenderViewport.Pos.y = 0;
l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

ovrGLConfig l_Cfg;
l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
l_Cfg.OGL.Header.Multisample = 0;
l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

int l_RenderCaps = 0;
int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
ovrEyeRenderDesc l_EyeRenderDesc[2];
ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

ovrGLTexture l_EyeTexture[2];
l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
l_EyeTexture[0].OGL.TexId = l_TextureId;

// Right eye uses the same texture, but a different rendering viewport...
l_EyeTexture[1] = l_EyeTexture[0];
l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;

glfwSetKeyCallback(l_Window, KeyCallback);

GLfloat l_SpinX;
GLfloat l_SpinY;

while (!glfwWindowShouldClose(l_Window))
{
l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);

ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

// Bind the FBO...
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
// Clear...
glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
{
ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x, // StartX
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y, // StartY
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w, // Width
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h // Height
);

// Get Projection and ModelView matrici from the device...
OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

// Pass matrici on to OpenGL...
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Translate for specific eye based on IPD...
glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
l_EyeRenderDesc[l_Eye].ViewAdjust.y,
l_EyeRenderDesc[l_Eye].ViewAdjust.z);
// Multiply with orientation retrieved from sensor...
glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
// Move back a bit to show scene in front of us...
glTranslatef(0.0f, 0.0f, -3.0f);
// Make the cube spin...
glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

// Render...
RenderCube(1.0f);

ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
}

// Unbind the FBO, back to normal drawing...
glBindFramebuffer(GL_FRAMEBUFFER, 0);

// Oculus wants CW orientations, avoid the problem by turning of culling...
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
ovrHmd_EndFrame(l_Hmd);
// Restore state after Oculus did it's work (-sigh-)...
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1);
glUseProgramObjectARB(0);

glfwPollEvents();
}

glfwDestroyWindow(l_Window);

glfwTerminate();

ovrHmd_Destroy(l_Hmd);
ovr_Shutdown();

exit(EXIT_SUCCESS);
}

    62 replies

    Up and Coming
    April 29, 2014
    "DoZo1971" wrote:
    This is what you *should* see (in windowed mode).
    The image is a bit too high, something going on between GLFW and Oculus and window decorations. In full screen mode it is centered correctly.


    I tried this but the same results.

    AMD's OpenGL implementation is different?
    Up and Coming
    April 29, 2014
    "DoZo1971" wrote:
    Interesting image you've got there.
    Did you make the GLFWwindow windowed? It should be full screen, without window decorations.
    Is this a complete screenshot? It looks like the right 1/4 part is missing.
    There is some distortion going on, the right part actually looks ok. Don't know what is happening to the "left eye" part.

    On my AMD machine, ovrHmd_Configure(...) asserts when it is trying to compile the shaders, and I really don't want to edit their code. It works for me on my nVidia machine though, with OpenGL 4.3.

    If you take the code below, you can toggle fullscreen or not. And resize. Maybe then it is more visible what it is going on:


    Working with this code now, will send another update when done.
    Up and Coming
    April 29, 2014
    So I am trying out some new things with the above code and I am running into some new issues but I am not sure why that is.

    I wanted to implement toggle functionality in the code so when you hit the "T" key the window resizes.

    Here is my header (OpenGLOculusRift.h):


    #include <Windows.h>
    #include <GL/glew.h>
    #define GLFW_EXPOSE_NATIVE_WIN32
    #define GLFW_EXPOSE_NATIVE_WGL
    #include <GLFW/glfw3.h>
    #include <GLFW/glfw3native.h>
    #include <stdlib.h>
    #include <stdio.h>
    #include <math.h>
    #include <OVR_CAPI.h>
    #include <OVR_CAPI_GL.h>
    #include <OVR.h>

    enum StandardWindowSizes {
    Small_Window,
    Medium_Window,
    Large_Window,
    Full_Screen
    };

    static void ErrorCallback(int p_Error, const char* p_Description);

    static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods);

    static void RenderCube(float p_Size);

    static void SetOpenGLState(void);

    static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height);

    int _tmain(int argc, _TCHAR* argv[]);

    static void CreateOpenGLWindow();

    static void OculusRiftOpenGLInitialization();

    static void OpenGLWindowMainDisplay();

    static void RecreateOpenGLWindow();

    StandardWindowSizes CurrentWindowSize;

    ovrHmd l_Hmd;
    ovrHmdDesc l_HmdDesc;
    ovrEyeDesc l_Eyes[2];
    ovrGLConfig l_Cfg;
    ovrSizei l_ClientSize;
    GLFWwindow* Main_Window;
    GLuint MainFrameBufferObjectID;
    GLuint MainTextureID;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrGLTexture l_EyeTexture[2];
    GLfloat l_SpinX;
    GLfloat l_SpinY;
    int OpenGLMajor;
    int OpenGLMinor;

    bool WindowBeingRecreated;


    and here is the main body:



    // OpenGLOculusRift.cpp : Defines the entry point for the console application.
    //

    #include "stdafx.h"

    #include <Windows.h>

    #include "OpenGLOculusRift.h"

    // =============================================================================

    static void ErrorCallback(int p_Error, const char* p_Description)
    {
    fputs(p_Description, stderr);
    }

    // =============================================================================

    static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
    {
    if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS) {
    glfwSetWindowShouldClose(p_Window, GL_TRUE);
    }
    else if (p_Key == GLFW_KEY_T && p_Action == GLFW_PRESS) {
    switch (CurrentWindowSize) {
    /*case StandardWindowSizes::Full_Screen:
    CurrentWindowSize = StandardWindowSizes::Small_Window;
    RecreateOpenGLWindow();
    break;
    */
    case StandardWindowSizes::Small_Window:
    CurrentWindowSize = StandardWindowSizes::Medium_Window;
    RecreateOpenGLWindow();
    break;
    case StandardWindowSizes::Medium_Window:
    CurrentWindowSize = StandardWindowSizes::Large_Window;
    RecreateOpenGLWindow();
    case StandardWindowSizes::Large_Window:
    CurrentWindowSize = StandardWindowSizes::Small_Window;
    RecreateOpenGLWindow();
    default:
    CurrentWindowSize = StandardWindowSizes::Small_Window;
    RecreateOpenGLWindow();
    break;
    }
    }

    }

    // =============================================================================

    static void RenderCube(float p_Size)
    {
    const float l_SizeDiv2 = p_Size*0.5f;

    // A cube...
    glBegin(GL_QUADS);
    glNormal3f(0.0f, 0.0f, 1.0f);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0f, 0.0f, -1.0f);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0f, 1.0f, 0.0f);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0f, -1.0f, 0.0f);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(1.0f, 0.0f, 0.0f);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(-1.0f, 0.0f, 0.0f);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glEnd();
    }

    // ============================================================================

    static void SetOpenGLState(void)
    {
    // Some state...
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Some (stationary) lights...
    GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
    GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
    glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
    glEnable(GL_LIGHT0);

    GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
    GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
    glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
    glEnable(GL_LIGHT1);

    // Material...
    GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
    GLfloat l_MaterialShininess[] = { 10.0f };
    glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
    glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
    }

    // =============================================================================

    static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
    {
    l_Cfg.OGL.Header.RTSize.w = p_Width;
    l_Cfg.OGL.Header.RTSize.h = p_Height;

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
    }

    // =============================================================================

    int _tmain(int argc, _TCHAR* argv[])
    {
    /*

    Hide the console window.

    */

    #if defined(WIN32) || defined(_WIN32) || defined(__WIN32) && !defined(__CYGWIN__)
    FreeConsole();
    #else
    /*

    Same principle for Linux

    */
    #endif

    /*

    Let's start off with a small window.

    */

    CurrentWindowSize = StandardWindowSizes::Small_Window;

    /*

    Let's the rendering subsystem know not to render anything while the window is being resized.

    */

    WindowBeingRecreated = true;

    // Initialize LibOVR...
    ovr_Initialize();

    l_Hmd = ovrHmd_Create(0);
    if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

    ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

    ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

    glfwSetErrorCallback(ErrorCallback);

    /*

    Initialize OpenGL and GLFW

    */

    if (!glfwInit()) exit(EXIT_FAILURE);

    /*

    End Initialization.

    */

    CreateOpenGLWindow();


    // Print the OpenGL version we are using...
    OpenGLMajor = glfwGetWindowAttrib(Main_Window, GLFW_CONTEXT_VERSION_MAJOR);
    OpenGLMinor = glfwGetWindowAttrib(Main_Window, GLFW_CONTEXT_VERSION_MINOR);
    printf("OpenGL: %d.%d\n", OpenGLMajor, OpenGLMinor);

    OculusRiftOpenGLInitialization();

    while (!glfwWindowShouldClose(Main_Window))
    {
    OpenGLWindowMainDisplay();

    glfwPollEvents();
    }

    glfwDestroyWindow(Main_Window);

    glfwTerminate();

    ovrHmd_Destroy(l_Hmd);
    ovr_Shutdown();

    exit(EXIT_SUCCESS);
    }

    static void CreateOpenGLWindow() {

    switch (CurrentWindowSize) {
    case StandardWindowSizes::Full_Screen:
    l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
    l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
    // Create a fullscreen window with the Oculus Rift resolution...
    Main_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
    break;
    case StandardWindowSizes::Small_Window:
    l_ClientSize.w = 640;
    l_ClientSize.h = 480;
    Main_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
    break;
    case StandardWindowSizes::Medium_Window:
    l_ClientSize.w = 1024;
    l_ClientSize.h = 768;
    Main_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
    break;
    case StandardWindowSizes::Large_Window:
    l_ClientSize.w = 1360;
    l_ClientSize.h = 768;
    Main_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
    break;
    default:
    l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
    l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
    // Create a fullscreen window with the Oculus Rift resolution...
    Main_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
    break;
    }

    if (!Main_Window)
    {
    glfwTerminate();
    exit(EXIT_FAILURE);
    }

    // Make the context current for this window...
    glfwMakeContextCurrent(Main_Window);

    // Create some lights, materials, etc...
    SetOpenGLState();

    // Don't forget to initialize Glew...
    GLenum l_Result = glewInit();
    if (l_Result != GLEW_OK)
    {
    printf("glewInit() error.\n");
    exit(EXIT_FAILURE);
    }

    glfwSetKeyCallback(Main_Window, KeyCallback);
    glfwSetWindowSizeCallback(Main_Window, WindowSizeCallback);
    }

    static void OculusRiftOpenGLInitialization() {
    // We will do some offscreen rendering, setup FBO...
    ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
    ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
    ovrSizei l_TextureSize;
    l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
    l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

    // Create FBO...
    glGenFramebuffers(1, &MainFrameBufferObjectID);
    glBindFramebuffer(GL_FRAMEBUFFER, MainFrameBufferObjectID);


    glGenTextures(1, &MainTextureID);
    // "Bind" the newly created texture : all future texture functions will modify this texture...
    glBindTexture(GL_TEXTURE_2D, MainTextureID);
    // Give an empty image to OpenGL (the last "0")
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    // Linear filtering...
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    // Create Depth Buffer...
    GLuint l_DepthBufferId;
    glGenRenderbuffers(1, &l_DepthBufferId);
    glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

    /*

    Switch based on OpenGL version.

    */

    if (OpenGLMajor < 4 && OpenGLMinor < 2) {
    /*

    Intel and older drivers.

    */
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, MainTextureID, 0);
    }
    else {
    /*

    Newer systems.

    */
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, MainTextureID, 0);
    }

    // Set the list of draw buffers...
    GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
    glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

    // Unbind...
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Oculus Rift eye configurations...
    l_Eyes[0].Eye = ovrEye_Left;
    l_Eyes[1].Eye = ovrEye_Right;
    l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
    l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
    l_Eyes[0].TextureSize.w = l_TextureSize.w;
    l_Eyes[0].TextureSize.h = l_TextureSize.h;
    l_Eyes[1].TextureSize.w = l_TextureSize.w;
    l_Eyes[1].TextureSize.h = l_TextureSize.h;
    l_Eyes[0].RenderViewport.Pos.x = 0;
    l_Eyes[0].RenderViewport.Pos.y = 0;
    l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w + 1) / 2;
    l_Eyes[1].RenderViewport.Pos.y = 0;
    l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w / 2;
    l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
    l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
    l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

    l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
    l_Cfg.OGL.Header.Multisample = 0;
    l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
    l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
    l_Cfg.OGL.WglContext = glfwGetWGLContext(Main_Window);
    l_Cfg.OGL.Window = glfwGetWin32Window(Main_Window);
    l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;

    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

    l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
    l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
    l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
    l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
    l_EyeTexture[0].OGL.TexId = MainTextureID;

    // Right eye uses the same texture, but a different rendering viewport...
    l_EyeTexture[1] = l_EyeTexture[0];
    l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;
    }

    static void OpenGLWindowMainDisplay() {

    if (WindowBeingRecreated == false) {
    l_SpinX = (GLfloat)fmod(glfwGetTime()*17.0, 360.0);
    l_SpinY = (GLfloat)fmod(glfwGetTime()*23.0, 360.0);

    ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

    // Bind the FBO...
    glBindFramebuffer(GL_FRAMEBUFFER, MainFrameBufferObjectID);
    // Clear...
    glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    for (int l_EyeIndex = 0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
    {
    ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
    ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

    glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x, // StartX
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y, // StartY
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w, // Width
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h // Height
    );

    // Get Projection and ModelView matrici from the device...
    OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
    l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
    OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
    OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

    // Pass matrici on to OpenGL...
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    // Translate for specific eye based on IPD...
    glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
    l_EyeRenderDesc[l_Eye].ViewAdjust.y,
    l_EyeRenderDesc[l_Eye].ViewAdjust.z);
    // Multiply with orientation retrieved from sensor...
    glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
    // Move back a bit to show scene in front of us...
    glTranslatef(0.0f, 0.0f, -0.5f);
    // Make the cube spin...
    glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
    glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

    // Render...
    RenderCube(0.2f);

    ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
    }

    // Unbind the FBO, back to normal drawing...
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Oculus wants CW orientations, avoid the problem by turning of culling...
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    ovrHmd_EndFrame(l_Hmd);
    // Restore state after Oculus did its work (-sigh-)...
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glClearDepth(1);
    glUseProgramObjectARB(0);
    }
    }

    static void RecreateOpenGLWindow() {

    /*

    Tells rendering function OpenGLWindowMainDisplay not to process anything while Window being resized.

    */

    WindowBeingRecreated = true;

    glfwDestroyWindow(Main_Window);

    CreateOpenGLWindow();

    OculusRiftOpenGLInitialization();

    /*

    Process normally now.

    */

    WindowBeingRecreated = false;

    }
    Up and Coming
    April 29, 2014
    So the problem with the above code is that after a few toggles the following line



    ovrHmd_EndFrame(l_Hmd);



    generates an error.

    In addition, nothing renders. Only a cleared screen is shown.

    Any idea of what I am doing wrong?

    Thank you.
    Up and Coming
    April 30, 2014
    I tried your base code below with no modifications as I was trying to do before.

    This is what I get.

    Only on AMD graphics cards?

    Anyone else seeing this?



    "DoZo1971" wrote:
    Interesting image you've got there.
    Did you make the GLFWwindow windowed? It should be full screen, without window decorations.
    Is this a complete screenshot? It looks like the right 1/4 part is missing.
    There is some distortion going on, the right part actually looks ok. Don't know what is happening to the "left eye" part.

    On my AMD machine, ovrHmd_Configure(...) asserts when it is trying to compile the shaders, and I really don't want to edit their code. It works for me on my nVidia machine though, with OpenGL 4.3.

    If you take the code below, you can toggle fullscreen or not. And resize. Maybe then it is more visible what it is going on:


    #include <Windows.h>
    #include <GL/glew.h>
    #define GLFW_EXPOSE_NATIVE_WIN32
    #define GLFW_EXPOSE_NATIVE_WGL
    #include <GLFW/glfw3.h>
    #include <GLFW/glfw3native.h>
    #include <stdlib.h>
    #include <stdio.h>
    #include <math.h>
    #include <OVR_CAPI.h>
    #include <OVR_CAPI_GL.h>
    #include <OVR.h>

    const bool l_FullScreen = true;

    ovrHmd l_Hmd;
    ovrHmdDesc l_HmdDesc;
    ovrEyeDesc l_Eyes[2];
    ovrGLConfig l_Cfg;

    // =============================================================================

    static void ErrorCallback(int p_Error, const char* p_Description)
    {
    fputs(p_Description, stderr);
    }

    // =============================================================================

    static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
    {
    if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
    glfwSetWindowShouldClose(p_Window, GL_TRUE);
    }

    // =============================================================================

    static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
    {
    l_Cfg.OGL.Header.RTSize.w = p_Width;
    l_Cfg.OGL.Header.RTSize.h = p_Height;

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
    }

    // =============================================================================

    static void RenderCube(float p_Size)
    {
    const float l_SizeDiv2 = p_Size*0.5f;

    // A cube...
    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 0.0f, 1.0f);
    glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
    glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 0.0f,-1.0f);
    glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
    glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
    glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 1.0f, 0.0f);
    glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f,-1.0f, 0.0f);
    glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
    glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
    glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 1.0f, 0.0f, 0.0f);
    glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
    glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
    glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(-1.0f, 0.0f, 0.0f);
    glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
    glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
    glEnd();
    }

    // ============================================================================

    static void SetOpenGLState(void)
    {
    // Some state...
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Some (stationary) lights...
    GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
    GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
    glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
    glEnable(GL_LIGHT0);

    GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
    GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
    glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
    glEnable(GL_LIGHT1);

    // Material...
    GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
    GLfloat l_MaterialShininess[] = { 10.0f };
    glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
    glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
    }

    // =============================================================================

    int main(void)
    {
    // Initialize LibOVR...
    ovr_Initialize();

    l_Hmd = ovrHmd_Create(0);
    if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

    ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

    ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

    GLFWwindow* l_Window;

    glfwSetErrorCallback(ErrorCallback);

    if (!glfwInit()) exit(EXIT_FAILURE);

    ovrSizei l_ClientSize;
    if (l_FullScreen)
    {
    l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
    l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
    // Create a fullscreen window with the Oculus Rift resolution...
    l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
    }
    else
    {
    l_ClientSize.w = 640;
    l_ClientSize.h = 480;
    // Create a window with the size of your likings...
    l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
    }

    if (!l_Window)
    {
    glfwTerminate();
    exit(EXIT_FAILURE);
    }

    // Print the OpenGL version we are using...
    int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
    int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
    printf("OpenGL: %d.%d\n", l_Major, l_Minor);

    // Make the context current for this window...
    glfwMakeContextCurrent(l_Window);

    // Create some lights, materials, etc...
    SetOpenGLState();

    // Don't forget to initialize Glew...
    GLenum l_Result = glewInit();
    if (l_Result!=GLEW_OK)
    {
    printf("glewInit() error.\n");
    exit(EXIT_FAILURE);
    }

    // We will do some offscreen rendering, setup FBO...
    ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
    ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
    ovrSizei l_TextureSize;
    l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
    l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

    // Create FBO...
    GLuint l_FBOId;
    glGenFramebuffers(1, &l_FBOId);
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

    // The texture we're going to render to...
    GLuint l_TextureId;
    glGenTextures(1, &l_TextureId);
    // "Bind" the newly created texture : all future texture functions will modify this texture...
    glBindTexture(GL_TEXTURE_2D, l_TextureId);
    // Give an empty image to OpenGL (the last "0")
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    // Linear filtering...
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    // Create Depth Buffer...
    GLuint l_DepthBufferId;
    glGenRenderbuffers(1, &l_DepthBufferId);
    glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

    // Set the texture as our colour attachment #0...
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

    // Set the list of draw buffers...
    GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
    glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

    // Unbind...
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Oculus Rift eye configurations...
    l_Eyes[0].Eye = ovrEye_Left;
    l_Eyes[1].Eye = ovrEye_Right;
    l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
    l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
    l_Eyes[0].TextureSize.w = l_TextureSize.w;
    l_Eyes[0].TextureSize.h = l_TextureSize.h;
    l_Eyes[1].TextureSize.w = l_TextureSize.w;
    l_Eyes[1].TextureSize.h = l_TextureSize.h;
    l_Eyes[0].RenderViewport.Pos.x = 0;
    l_Eyes[0].RenderViewport.Pos.y = 0;
    l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
    l_Eyes[1].RenderViewport.Pos.y = 0;
    l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
    l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
    l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
    l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

    l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
    l_Cfg.OGL.Header.Multisample = 0;
    l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
    l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
    l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
    l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
    l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

    ovrGLTexture l_EyeTexture[2];
    l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
    l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
    l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
    l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
    l_EyeTexture[0].OGL.TexId = l_TextureId;

    // Right eye uses the same texture, but a different rendering viewport...
    l_EyeTexture[1] = l_EyeTexture[0];
    l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;

    glfwSetKeyCallback(l_Window, KeyCallback);
    glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

    GLfloat l_SpinX;
    GLfloat l_SpinY;

    while (!glfwWindowShouldClose(l_Window))
    {
    l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
    l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);

    ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

    // Bind the FBO...
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
    // Clear...
    glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
    {
    ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
    ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

    glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x, // StartX
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y, // StartY
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w, // Width
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h // Height
    );

    // Get Projection and ModelView matrici from the device...
    OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
    l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
    OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
    OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

    // Pass matrici on to OpenGL...
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    // Translate for specific eye based on IPD...
    glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
    l_EyeRenderDesc[l_Eye].ViewAdjust.y,
    l_EyeRenderDesc[l_Eye].ViewAdjust.z);
    // Multiply with orientation retrieved from sensor...
    glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
    // Move back a bit to show scene in front of us...
    glTranslatef(0.0f, 0.0f, -0.5f);
    // Make the cube spin...
    glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
    glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

    // Render...
    RenderCube(0.2f);

    ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
    }

    // Unbind the FBO, back to normal drawing...
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Oculus wants CW orientations, avoid the problem by turning of culling...
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    ovrHmd_EndFrame(l_Hmd);
    // Restore state after Oculus did its work (-sigh-)...
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glClearDepth(1);
    glUseProgramObjectARB(0);

    glfwPollEvents();
    }

    glfwDestroyWindow(l_Window);

    glfwTerminate();

    ovrHmd_Destroy(l_Hmd);
    ovr_Shutdown();

    exit(EXIT_SUCCESS);
    }
    DoZo1971Author
    Up and Coming
    April 30, 2014
    Hi,

    What you see on the left eye part is the actual mesh that is being rendered. But for some reason the winding seems all wrong. Triangles are drawn alternately. And then some big colored triangles all over the place, which looks as an undefined somewhere. I would guess it is in the distortion shader (and not, for instance, in the FBO setup, although it would be good to test with stereoscopic rendering but without distortion).

    What if you change the render order of the two eyes? If you replace


    ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];


    with (quick hack)


    ovrEyeType l_Eye = (l_EyeIndex==0 ? ovrEye_Right : ovrEye_Left);


    it should render the right eye first and then the left. Does the right eye now look crippled and the left ok?
    If that would be the case, it has to do with the first run through the loop. Meaning that whatever is wrong is "fixed" in
    the call to ovrHmd_EndEyeRender(...).

    Another far-fetched idea: if you place a glFlush() right before ovrHmd_EndFrame(l_Hmd);


    glDisable(GL_DEPTH_TEST);
    glFlush();
    ovrHmd_EndFrame(l_Hmd);


    to "make sure" (I know it is far-fetched) that the culling is disabled as well as depth testing.

    Thanks,
    Daniel
    Up and Coming
    April 30, 2014
    Hello,

    Tried the new code but same thing.

    Here is the complete code:



    #include <Windows.h>
    #include <GL/glew.h>
    #define GLFW_EXPOSE_NATIVE_WIN32
    #define GLFW_EXPOSE_NATIVE_WGL
    #include <GLFW/glfw3.h>
    #include <GLFW/glfw3native.h>
    #include <stdlib.h>
    #include <stdio.h>
    #include <math.h>
    #include <OVR_CAPI.h>
    #include <OVR_CAPI_GL.h>
    #include <OVR.h>

    const bool l_FullScreen = false;

    ovrHmd l_Hmd;
    ovrHmdDesc l_HmdDesc;
    ovrEyeDesc l_Eyes[2];
    ovrGLConfig l_Cfg;

    // =============================================================================

    static void ErrorCallback(int p_Error, const char* p_Description)
    {
    fputs(p_Description, stderr);
    }

    // =============================================================================

    static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
    {
    if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
    glfwSetWindowShouldClose(p_Window, GL_TRUE);
    }

    // =============================================================================

    static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
    {
    l_Cfg.OGL.Header.RTSize.w = p_Width;
    l_Cfg.OGL.Header.RTSize.h = p_Height;

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
    }

    // =============================================================================

    static void RenderCube(float p_Size)
    {
    const float l_SizeDiv2 = p_Size*0.5f;

    // A cube...
    glBegin(GL_QUADS);
    glNormal3f(0.0f, 0.0f, 1.0f);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0f, 0.0f, -1.0f);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0f, 1.0f, 0.0f);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(0.0f, -1.0f, 0.0f);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(1.0f, 0.0f, 0.0f);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(-1.0f, 0.0f, 0.0f);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
    glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
    glEnd();
    }

    // ============================================================================

    static void SetOpenGLState(void)
    {
    // Some state...
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Some (stationary) lights...
    GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
    GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
    glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
    glEnable(GL_LIGHT0);

    GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
    GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
    glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
    glEnable(GL_LIGHT1);

    // Material...
    GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
    GLfloat l_MaterialShininess[] = { 10.0f };
    glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
    glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
    }

    // =============================================================================

    int main(void)
    {
    // Initialize LibOVR...
    ovr_Initialize();

    l_Hmd = ovrHmd_Create(0);
    if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

    ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

    ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

    GLFWwindow* l_Window;

    glfwSetErrorCallback(ErrorCallback);

    if (!glfwInit()) exit(EXIT_FAILURE);

    ovrSizei l_ClientSize;
    if (l_FullScreen)
    {
    l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
    l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
    // Create a fullscreen window with the Oculus Rift resolution...
    l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
    }
    else
    {
    l_ClientSize.w = 640;
    l_ClientSize.h = 480;
    // Create a window with the size of your likings...
    l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
    }

    if (!l_Window)
    {
    glfwTerminate();
    exit(EXIT_FAILURE);
    }

    // Print the OpenGL version we are using...
    int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
    int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
    printf("OpenGL: %d.%d\n", l_Major, l_Minor);

    // Make the context current for this window...
    glfwMakeContextCurrent(l_Window);

    // Create some lights, materials, etc...
    SetOpenGLState();

    // Don't forget to initialize Glew...
    GLenum l_Result = glewInit();
    if (l_Result != GLEW_OK)
    {
    printf("glewInit() error.\n");
    exit(EXIT_FAILURE);
    }

    // We will do some offscreen rendering, setup FBO...
    ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
    ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
    ovrSizei l_TextureSize;
    l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
    l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

    // Create FBO...
    GLuint l_FBOId;
    glGenFramebuffers(1, &l_FBOId);
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

    // The texture we're going to render to...
    GLuint l_TextureId;
    glGenTextures(1, &l_TextureId);
    // "Bind" the newly created texture : all future texture functions will modify this texture...
    glBindTexture(GL_TEXTURE_2D, l_TextureId);
    // Give an empty image to OpenGL (the last "0")
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    // Linear filtering...
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    // Create Depth Buffer...
    GLuint l_DepthBufferId;
    glGenRenderbuffers(1, &l_DepthBufferId);
    glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

    // Set the texture as our colour attachment #0...
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

    // Set the list of draw buffers...
    GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
    glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

    // Unbind...
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Oculus Rift eye configurations...
    l_Eyes[0].Eye = ovrEye_Left;
    l_Eyes[1].Eye = ovrEye_Right;
    l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
    l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
    l_Eyes[0].TextureSize.w = l_TextureSize.w;
    l_Eyes[0].TextureSize.h = l_TextureSize.h;
    l_Eyes[1].TextureSize.w = l_TextureSize.w;
    l_Eyes[1].TextureSize.h = l_TextureSize.h;
    l_Eyes[0].RenderViewport.Pos.x = 0;
    l_Eyes[0].RenderViewport.Pos.y = 0;
    l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w + 1) / 2;
    l_Eyes[1].RenderViewport.Pos.y = 0;
    l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w / 2;
    l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
    l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
    l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

    l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
    l_Cfg.OGL.Header.Multisample = 0;
    l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
    l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
    l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
    l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
    l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

    ovrGLTexture l_EyeTexture[2];
    l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
    l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
    l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
    l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
    l_EyeTexture[0].OGL.TexId = l_TextureId;

    // Right eye uses the same texture, but a different rendering viewport...
    l_EyeTexture[1] = l_EyeTexture[0];
    l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;

    glfwSetKeyCallback(l_Window, KeyCallback);
    glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

    GLfloat l_SpinX;
    GLfloat l_SpinY;

    while (!glfwWindowShouldClose(l_Window))
    {
    l_SpinX = (GLfloat)fmod(glfwGetTime()*17.0, 360.0);
    l_SpinY = (GLfloat)fmod(glfwGetTime()*23.0, 360.0);

    ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

    // Bind the FBO...
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
    // Clear...
    glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    for (int l_EyeIndex = 0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
    {
    ovrEyeType l_Eye = (l_EyeIndex == 0 ? ovrEye_Right : ovrEye_Left);
    ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

    glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x, // StartX
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y, // StartY
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w, // Width
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h // Height
    );

    // Get Projection and ModelView matrici from the device...
    OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
    l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
    OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
    OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

    // Pass matrici on to OpenGL...
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    // Translate for specific eye based on IPD...
    glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
    l_EyeRenderDesc[l_Eye].ViewAdjust.y,
    l_EyeRenderDesc[l_Eye].ViewAdjust.z);
    // Multiply with orientation retrieved from sensor...
    glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
    // Move back a bit to show scene in front of us...
    glTranslatef(0.0f, 0.0f, -0.5f);
    // Make the cube spin...
    glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
    glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

    // Render...
    RenderCube(0.2f);

    ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
    }

    // Unbind the FBO, back to normal drawing...
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Oculus wants CW orientations, avoid the problem by turning of culling...
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    glFlush();
    ovrHmd_EndFrame(l_Hmd);
    // Restore state after Oculus did its work (-sigh-)...
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glClearDepth(1);
    glUseProgramObjectARB(0);

    glfwPollEvents();
    }

    glfwDestroyWindow(l_Window);

    glfwTerminate();

    ovrHmd_Destroy(l_Hmd);
    ovr_Shutdown();

    exit(EXIT_SUCCESS);
    }




    And here are the results:

    DoZo1971Author
    Up and Coming
    May 1, 2014
    Pffff.. I'm clueless.

    You could try this one just to make sure (just copy and paste the text over the existing example).
    It's standard stereoscopic rendering, doesn't use any Oculus stuff but it uses the same off-screen FBO setup.


    // GLFWFBOTextureTest
    // (c) cThrough 2014 (Daniel Dekkers)
    // Version 2014050100

    #include <Windows.h>
    #include <GL/glew.h>
    #define GLFW_EXPOSE_NATIVE_WIN32
    #define GLFW_EXPOSE_NATIVE_WGL
    #include <GLFW/glfw3.h>
    #include <GLFW/glfw3native.h>
    #include <stdlib.h>
    #include <stdio.h>
    #include <math.h>

    const bool l_FullScreen = false;

    int l_ClientSizeW, l_ClientSizeH;

    // =============================================================================

    GLfloat l_VAPoints[] =
    {
    0.5f, 0.5f, 0.5f,
    -0.5f, 0.5f, 0.5f,
    -0.5f,-0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
    -0.5f,-0.5f,-0.5f,
    -0.5f, 0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f, 0.5f,-0.5f,
    -0.5f, 0.5f,-0.5f,
    -0.5f, 0.5f, 0.5f,
    -0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f,-0.5f, 0.5f,
    -0.5f,-0.5f, 0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
    -0.5f,-0.5f,-0.5f,
    -0.5f,-0.5f, 0.5f,
    -0.5f, 0.5f, 0.5f,
    -0.5f, 0.5f,-0.5f
    };

    GLfloat l_VANormals[] =
    {
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f
    };

    GLuint l_VAIndici[] =
    {
    0, 1, 2, 3,
    4, 5, 6, 7,
    8, 9, 10, 11,
    12, 13, 14, 15,
    16, 17, 18, 19,
    20, 21, 22, 23
    };

    // =============================================================================

    static void ErrorCallback(int p_Error, const char* p_Description)
    {
    fputs(p_Description, stderr);
    }

    // =============================================================================

    static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
    {
    if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
    glfwSetWindowShouldClose(p_Window, GL_TRUE);
    }

    // =============================================================================

    static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
    {
    l_ClientSizeW = p_Width;
    l_ClientSizeH = p_Height;
    }

    // =============================================================================

    static void PostProcess(size_t p_ClientSizeW, size_t p_ClientSizeH, GLuint p_TextureId)
    {
    glPushAttrib(GL_TEXTURE_BIT | GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
    glDisable(GL_CULL_FACE);
    glDisable(GL_COLOR_MATERIAL);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glDisable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);

    // Reset the screen params...
    glViewport(0, 0, p_ClientSizeW, p_ClientSizeH);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // Clear the screen...
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Make this the current texture...
    glBindTexture(GL_TEXTURE_2D, p_TextureId);

    // "Left eye"...
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, 0.0f);
    glTexCoord2f(0.5f, 0.0f);
    glVertex3f(0.0f, -1.0f, 0.0f);
    glTexCoord2f(0.5f, 1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, 0.0f);
    glEnd();

    // "Right eye"...
    glBegin(GL_QUADS);
    glTexCoord2f(0.5f, 0.0f);
    glVertex3f(0.0f, -1.0f, 0.0f);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 0.0f);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glTexCoord2f(0.5f, 1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glEnd();

    // Clean up...
    glBindTexture(GL_TEXTURE_2D, 0);
    glPopAttrib();
    }

    // =============================================================================

    static void RenderCubeFixedFunction(void)
    {
    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 0.0f, 1.0f);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 0.0f,-1.0f);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 1.0f, 0.0f);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f,-1.0f, 0.0f);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 1.0f, 0.0f, 0.0f);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(-1.0f, 0.0f, 0.0f);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glEnd();
    }

    // ============================================================================

    void RenderCubeVertexArrays(void)
    {
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, l_VAPoints);
    glEnableClientState(GL_NORMAL_ARRAY);
    glNormalPointer(GL_FLOAT, 0, l_VANormals);
    glDrawElements(GL_QUADS, 6*4, GL_UNSIGNED_INT, l_VAIndici);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    }

    // ============================================================================

    static void SetOpenGLState(void)
    {
    // Some state...
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Some (stationary) lights...
    GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
    GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
    glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
    glEnable(GL_LIGHT0);

    GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
    GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
    glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
    glEnable(GL_LIGHT1);

    // Material...
    GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
    GLfloat l_MaterialShininess[] = { 10.0f };
    glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
    glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
    }

    // =============================================================================

    int main(void)
    {
    GLFWwindow* l_Window;

    glfwSetErrorCallback(ErrorCallback);

    if (!glfwInit()) exit(EXIT_FAILURE);

    if (l_FullScreen)
    {
    const GLFWvidmode* l_VideoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    l_ClientSizeW = l_VideoMode->width;
    l_ClientSizeH = l_VideoMode->height;
    // Create a fullscreen window with the current resolution...
    l_Window = glfwCreateWindow(l_ClientSizeW, l_ClientSizeH, "GLFW FBO Texture Test", glfwGetPrimaryMonitor(), NULL);
    }
    else
    {
    l_ClientSizeW = 640;
    l_ClientSizeH = 480;
    // Create a window with the size of your likings...
    l_Window = glfwCreateWindow(l_ClientSizeW, l_ClientSizeH, "GLFW FBO Texture Test", NULL, NULL);
    }

    if (!l_Window)
    {
    glfwTerminate();
    exit(EXIT_FAILURE);
    }

    // Print the OpenGL version we are using...
    int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
    int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
    int l_Profile = glfwGetWindowAttrib(l_Window, GLFW_OPENGL_PROFILE);
    printf("OpenGL: %d.%d ", l_Major, l_Minor);
    if (l_Profile==GLFW_OPENGL_COMPAT_PROFILE) printf("GLFW_OPENGL_COMPAT_PROFILE\n"); else printf("GLFW_OPENGL_CORE_PROFILE\n");

    // Make the context current for this window...
    glfwMakeContextCurrent(l_Window);

    // Create some lights, materials, etc...
    SetOpenGLState();

    // Don't forget to initialize Glew...
    GLenum l_Result = glewInit();
    if (l_Result!=GLEW_OK)
    {
    printf("glewInit() error.\n");
    exit(EXIT_FAILURE);
    }

    // Set the size of the FBO we will be rendering to offscreen, can be any size, try a big one...
    int l_TextureSizeW = 2048;
    int l_TextureSizeH = 1280;

    // Create FBO...
    GLuint l_FBOId;
    glGenFramebuffers(1, &l_FBOId);
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

    // The texture we're going to render to...
    GLuint l_TextureId;
    glGenTextures(1, &l_TextureId);
    // "Bind" the newly created texture : all future texture functions will modify this texture...
    glBindTexture(GL_TEXTURE_2D, l_TextureId);
    // Give an empty image to OpenGL (the last "0")
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSizeW, l_TextureSizeH, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    // Linear filtering...
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    // Create Depth Buffer...
    GLuint l_DepthBufferId;
    glGenRenderbuffers(1, &l_DepthBufferId);
    glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSizeW, l_TextureSizeH);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

    // Set the texture as our colour attachment #0...
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

    // Set the list of draw buffers...
    GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
    glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

    // Check if everything is OK...
    GLenum l_Check = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
    if (l_Check!=GL_FRAMEBUFFER_COMPLETE)
    {
    printf("There is a problem with the FBO.\n");
    exit(EXIT_FAILURE);
    }

    // Unbind...
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    glfwSetKeyCallback(l_Window, KeyCallback);
    glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

    GLfloat l_SpinX;
    GLfloat l_SpinY;

    while (!glfwWindowShouldClose(l_Window))
    {
    l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
    l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);

    // Bind the FBO...
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
    // Clear...
    glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glViewport(0, // StartX
    0, // StartY
    l_TextureSizeW/2, // Width
    l_TextureSizeH // Height
    );

    // @TODO Proper projection and modelview matrici for each eye...
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-0.4f, 0.4f, -0.3f, 0.3f, 0.3f, 10.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -2.0f);
    glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
    glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

    // Render...
    RenderCubeFixedFunction();

    glViewport(l_TextureSizeW/2, // StartX
    0, // StartY
    l_TextureSizeW/2, // Width
    l_TextureSizeH // Height
    );

    // @TODO Proper projection and modelview matrici for each eye...
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-0.4f, 0.4f, -0.3f, 0.3f, 0.3f, 10.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -2.0f);
    glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
    glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

    // Render...
    RenderCubeVertexArrays();
    // RenderCubeFixedFunction();

    // Unbind the FBO, back to normal drawing...
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    PostProcess(l_ClientSizeW, l_ClientSizeH, l_TextureId);

    glfwSwapBuffers(l_Window);

    glfwPollEvents();
    }

    glfwDestroyWindow(l_Window);

    glfwTerminate();

    exit(EXIT_SUCCESS);
    }


    And this is my most recent version of the Oculus example. It won't help your problem but it now uses Vertex Arrays. I'm working on losing the deprecated functions.


    // GLFWOculusRiftTest
    // (c) cThrough 2014 (Daniel Dekkers)
    // Version 2014050100

    #include <Windows.h>
    #include <GL/glew.h>
    #define GLFW_EXPOSE_NATIVE_WIN32
    #define GLFW_EXPOSE_NATIVE_WGL
    #include <GLFW/glfw3.h>
    #include <GLFW/glfw3native.h>
    #include <stdlib.h>
    #include <stdio.h>
    #include <math.h>
    #include <OVR_CAPI.h>
    #include <OVR_CAPI_GL.h>
    #include <OVR.h>

    const bool l_FullScreen = false;

    ovrHmd l_Hmd;
    ovrHmdDesc l_HmdDesc;
    ovrEyeDesc l_Eyes[2];
    ovrGLConfig l_Cfg;

    GLfloat l_VAPoints[] =
    {
    0.5f, 0.5f, 0.5f,
    -0.5f, 0.5f, 0.5f,
    -0.5f,-0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
    -0.5f,-0.5f,-0.5f,
    -0.5f, 0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f, 0.5f,-0.5f,
    -0.5f, 0.5f,-0.5f,
    -0.5f, 0.5f, 0.5f,
    -0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f,-0.5f, 0.5f,
    -0.5f,-0.5f, 0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
    -0.5f,-0.5f,-0.5f,
    -0.5f,-0.5f, 0.5f,
    -0.5f, 0.5f, 0.5f,
    -0.5f, 0.5f,-0.5f
    };

    GLfloat l_VANormals[] =
    {
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 0.0f,-1.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    0.0f,-1.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f
    };

    GLuint l_VAIndici[] =
    {
    0, 1, 2, 3,
    4, 5, 6, 7,
    8, 9, 10, 11,
    12, 13, 14, 15,
    16, 17, 18, 19,
    20, 21, 22, 23
    };

    // =============================================================================

    static void ErrorCallback(int p_Error, const char* p_Description)
    {
    fputs(p_Description, stderr);
    }

    // =============================================================================

    static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
    {
    if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
    glfwSetWindowShouldClose(p_Window, GL_TRUE);
    }

    // =============================================================================

    static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
    {
    l_Cfg.OGL.Header.RTSize.w = p_Width;
    l_Cfg.OGL.Header.RTSize.h = p_Height;

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
    }

    // =============================================================================

    static void RenderCubeFixedFunction(void)
    {
    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 0.0f, 1.0f);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 0.0f,-1.0f);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f, 1.0f, 0.0f);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 0.0f,-1.0f, 0.0f);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f( 1.0f, 0.0f, 0.0f);
    glVertex3f( 0.5f, 0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f, 0.5f);
    glVertex3f( 0.5f,-0.5f,-0.5f);
    glVertex3f( 0.5f, 0.5f,-0.5f);
    glEnd();

    glBegin(GL_QUADS);
    glNormal3f(-1.0f, 0.0f, 0.0f);
    glVertex3f(-0.5f,-0.5f,-0.5f);
    glVertex3f(-0.5f,-0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f, 0.5f);
    glVertex3f(-0.5f, 0.5f,-0.5f);
    glEnd();
    }

    // ============================================================================

    void RenderCubeVertexArrays(void)
    {
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, l_VAPoints);
    glEnableClientState(GL_NORMAL_ARRAY);
    glNormalPointer(GL_FLOAT, 0, l_VANormals);
    glDrawElements(GL_QUADS, 6*4, GL_UNSIGNED_INT, l_VAIndici);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    }

    // ============================================================================

    static void SetOpenGLState(void)
    {
    // Some state...
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Some (stationary) lights...
    GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
    GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
    glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
    glEnable(GL_LIGHT0);

    GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
    GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
    glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
    glEnable(GL_LIGHT1);

    // Material...
    GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
    GLfloat l_MaterialShininess[] = { 10.0f };
    glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
    glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
    }

    // =============================================================================

    int main(void)
    {
    // Initialize LibOVR...
    ovr_Initialize();

    l_Hmd = ovrHmd_Create(0);
    if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

    ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

    ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

    GLFWwindow* l_Window;

    glfwSetErrorCallback(ErrorCallback);

    if (!glfwInit()) exit(EXIT_FAILURE);

    ovrSizei l_ClientSize;
    if (l_FullScreen)
    {
    l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
    l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
    // Create a fullscreen window with the Oculus Rift resolution...
    l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
    }
    else
    {
    l_ClientSize.w = 640;
    l_ClientSize.h = 480;
    // Create a window with the size of your likings...
    l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
    }

    if (!l_Window)
    {
    glfwTerminate();
    exit(EXIT_FAILURE);
    }

    // Print the OpenGL version we are using...
    int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
    int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
    int l_Profile = glfwGetWindowAttrib(l_Window, GLFW_OPENGL_PROFILE);
    printf("OpenGL: %d.%d ", l_Major, l_Minor);
    if (l_Profile==GLFW_OPENGL_COMPAT_PROFILE) printf("GLFW_OPENGL_COMPAT_PROFILE\n"); else printf("GLFW_OPENGL_CORE_PROFILE\n");

    // Make the context current for this window...
    glfwMakeContextCurrent(l_Window);

    // Create some lights, materials, etc...
    SetOpenGLState();

    // Don't forget to initialize Glew...
    GLenum l_Result = glewInit();
    if (l_Result!=GLEW_OK)
    {
    printf("glewInit() error.\n");
    exit(EXIT_FAILURE);
    }

    // We will do some offscreen rendering, setup FBO...
    ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
    ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
    ovrSizei l_TextureSize;
    l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
    l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

    // Create FBO...
    GLuint l_FBOId;
    glGenFramebuffers(1, &l_FBOId);
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

    // The texture we're going to render to...
    GLuint l_TextureId;
    glGenTextures(1, &l_TextureId);
    // "Bind" the newly created texture : all future texture functions will modify this texture...
    glBindTexture(GL_TEXTURE_2D, l_TextureId);
    // Give an empty image to OpenGL (the last "0")
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    // Linear filtering...
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    // Create Depth Buffer...
    GLuint l_DepthBufferId;
    glGenRenderbuffers(1, &l_DepthBufferId);
    glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

    // Set the texture as our colour attachment #0...
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

    // Set the list of draw buffers...
    GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
    glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

    // Check if everything is OK...
    GLenum l_Check = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
    if (l_Check!=GL_FRAMEBUFFER_COMPLETE)
    {
    printf("There is a problem with the FBO.\n");
    exit(EXIT_FAILURE);
    }

    // Unbind...
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Oculus Rift eye configurations...
    l_Eyes[0].Eye = ovrEye_Left;
    l_Eyes[1].Eye = ovrEye_Right;
    l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
    l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
    l_Eyes[0].TextureSize.w = l_TextureSize.w;
    l_Eyes[0].TextureSize.h = l_TextureSize.h;
    l_Eyes[1].TextureSize.w = l_TextureSize.w;
    l_Eyes[1].TextureSize.h = l_TextureSize.h;
    l_Eyes[0].RenderViewport.Pos.x = 0;
    l_Eyes[0].RenderViewport.Pos.y = 0;
    l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
    l_Eyes[1].RenderViewport.Pos.y = 0;
    l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
    l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
    l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
    l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

    l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
    l_Cfg.OGL.Header.Multisample = 0;
    l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
    l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
    l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
    l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
    l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

    int l_RenderCaps = 0;
    int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
    ovrEyeRenderDesc l_EyeRenderDesc[2];
    ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

    ovrGLTexture l_EyeTexture[2];
    l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
    l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
    l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
    l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
    l_EyeTexture[0].OGL.TexId = l_TextureId;

    // Right eye uses the same texture, but a different rendering viewport...
    l_EyeTexture[1] = l_EyeTexture[0];
    l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;

    glfwSetKeyCallback(l_Window, KeyCallback);
    glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

    GLfloat l_SpinX;
    GLfloat l_SpinY;

    while (!glfwWindowShouldClose(l_Window))
    {
    l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
    l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);

    ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

    // Bind the FBO...
    glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
    // Clear...
    glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
    {
    ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
    ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

    glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x, // StartX
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y, // StartY
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w, // Width
    l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h // Height
    );

    // Get Projection and ModelView matrici from the device...
    OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
    l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
    OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
    OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

    // Pass matrici on to OpenGL...
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    // Translate for specific eye based on IPD...
    glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
    l_EyeRenderDesc[l_Eye].ViewAdjust.y,
    l_EyeRenderDesc[l_Eye].ViewAdjust.z);
    // Multiply with orientation retrieved from sensor...
    glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
    // Move back a bit to show scene in front of us...
    glTranslatef(0.0f, 0.0f, -2.0f);
    // Make the cube spin...
    glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
    glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

    // Render...
    // RenderCubeFixedFunction();
    RenderCubeVertexArrays();

    ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
    }

    // Unbind the FBO, back to normal drawing...
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    glDisable(GL_CULL_FACE); // Oculus wants CW orientations, avoid the problem by turning of culling...
    glDisable(GL_DEPTH_TEST); // Nothing is drawn with depth test on...
    ovrHmd_EndFrame(l_Hmd);
    glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind GL_ARRAY_BUFFER for my vertex arrays own to work...
    glEnable(GL_CULL_FACE); // Turn back on...
    glEnable(GL_DEPTH_TEST); // Turn back on...
    glClearDepth(1); // Oculus set this to 0 (the near plane), return to normal...
    glUseProgramObjectARB(0); // Oculus shader is still active, turn it off...

    glfwPollEvents();
    }

    glfwDestroyWindow(l_Window);

    glfwTerminate();

    ovrHmd_Destroy(l_Hmd);
    ovr_Shutdown();

    exit(EXIT_SUCCESS);
    }


    Do other examples work on your AMD system? The (DirectX) OculusRoomTiny, OculusWorldDemo samples?
    Have you got any other OpenGL example working so far (that uses OculusSDK 3.0.1)?

    Thanks,
    Daniel
    Inspiring
    May 1, 2014
    The fact that the distortion screws up the left eye, but renders the right eye correctly seems to indicate one of several things:

    • Something is messed up in the GL state when you execute endFrame, but is corrected by the work the SDK does to render the distortion mesh. However, whatever is corrected doesn't occur in time for the left eye mesh to be rendered correctly, only the right eye, so presumably it would have to be something called after 'glDrawElements' in the SDK.

    • Somehow the index buffer is getting corrupted or overwritten.

    • Somehow the index buffer inside the distortion mesh object pointer is getting replaced with null. This would cause the renderer to execute glDrawArrays instead of glDrawElements, which would very likely produce something similar to what we're seeing here.


    You might consider seeing if the problem is tied to the 'left eye' or 'first eye rendered'. You can do this by going into the SDK code in CAPI_GL_DistortionRenderer.cpp and find the function void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture).

    Find the line:

    for (int eyeNum = 0; eyeNum < 2; eyeNum++)


    and change it to


    for (int eyeNum = 1; eyeNum >= 0; eyeNum--)


    This will cause the right eye to render first. If the corruption now appears on the right, then mostly likely my first hypothesis is correct. If it still appears on the left, then something in the left distortion mesh is being corrupted or is missing.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Up and Coming
    May 1, 2014
    Thank you very much for your help, jherico.

    I tried your code change but I got the same problem with the same eye. You said this:

    If it still appears on the left, then something in the left distortion mesh is being corrupted or is missing.


    So should I just re-download the SDK? I will try that.