Using Oculus SDK with existing initialized OpenGL context
I'm trying to build a plugin for the Rift with Autodesk's Motionbuilder. It has it's own encapsulated Rendering class so I just need to feed it FBOs and it'll render to them. The problem is I can't seem to initialize the Rift without it creating it's own independent window, rather than using the existing context set up by the host app Motionbuilder. So I think that when I try to bind the FBO, it's binding to the Rift window's context (I borrowed code from the Tiny Room project) and not actually handing its FBO to the host app's OpenGL instance (i.e. Motionbuilder).
I'm pretty new to OpenGL, but is this accurate and if so how can I get the Rift to work with the host OpenGL context instead of trying to set up its own?
I'm pretty new to OpenGL, but is this accurate and if so how can I get the Rift to work with the host OpenGL context instead of trying to set up its own?
