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Mixed Rendering and Quit to Oculus Home

Sgeo
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Working on making a VR mod for an old game that uses custom software-rendering (It's only tolerable because of ASW + accidental low resolution that I haven't resolved yet, probably)

I'm setting ovrInit_MixedRendering. The user starts VR from an Options menu, and can close it the same way. My code to start and stop VR includes the ovr_Init and ovr_Shutdown, I'm not entirely sure if it should.

When starting and stopping from the menu, it works fine, but if I use Quit to Oculus Home, my code unchecks the menu option, and the game stops rendering to VR properly, but when I check that menu option again, the Oculus runtime seems get stuck waiting for the game to load, I'm thrown to a loading white screen. The game thinks everything's fine. If I don't include ovr_Init and ovr_Shutdown in the runtime switching flow, then the menu doesn't work properly.

Am I doing something particularly wrong? It would be a bit difficult for me to show code samples right now.
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Sgeo
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Immediately before taking these logs, I opened the application, entered VR mode, exited VR mode, entered VR mode, exited via Exit to Oculus Home, attempted to enter VR mode again (and failed), closed VR mode and exited the application.

Here is current source code, a very heavily modify OculusRoomTiny (GL): https://gist.github.com/Sgeo/e9a9e14154d97d2e519f138f20abb3c2

I apologize in advance for all the global variables and the lack of organization.

It runs as a .dll within a Java application.

The quitVR method that is called will change the VR mode to off, which will later call Java_NET_worlds_console_VR_vrDestroy.