06-06-2024 08:54 AM
Hi,
I was wondering if using the passthrough OpenXR extension in OpenGL we can get the color and depth textures used to apply the compositing on the final render.
Using FBO before sending the textures to the swapchain I suppose the data is known (obvisouly it must be) but maybe only on the Quest side and maybe not on the computer side (computers which processes the rendering). I need to have the color AND depth information to process a shader effect based on depth (depth of 3D objects and depth of each passthrough video pixel ). How could I acquire these textures (I did not see anything in the Khronos OpenXR extension documentation) ?
I hope you can help me,
Regards,
Marc