Tadaa... just to confirm: some OpenGL Oculus Rift rendering inside a wxGLCanvas. No real surprises here.
@jherico: note that the vertical positioning of the image is correct here, opposed to GLFW. These are the handles I pass on to ovrHmd_ConfigureRendering:
m_OpenGLContext->GetGLRC() // This is the OpenGL context (wxGLContext) that we store as a member in the canvas. (HWND) GetHandle() GetDC((HWND) GetHandle())
So it takes the handles to the wxGLCanvas, which would be undecorated. Opposed to the handles to the window that we pass to GLFW, which is decorated. Maybe?