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 (obvis...
Hi,I have already developed a C++ app using Oculus SDK & OpenGL and
would like to add eyetracking and handtracking to it (for Meta Quest Pro
using Quest/Air Link).How could I process ?1 - can I add eyetracking and
handtracking extension using OpenXR ...
Hi, I would like to implement Oculus rendering in my OpenGL app which is
already providing stereoscopic rendering. The stereo views are already
stored in GL_RGBA textures. I was wondering if there is a way to submit
these 2 OpenGL textures to Oculus ...
HI,I encounter the same kind of issue but no way to make
"ovr_CreateTextureSwapChainGL" succeed even following the smart advises
in this thread.I checked the BindFlags offset and it is OK (36). But as
soon as I set the MiscFlags & BindFlags (0 for bo...
So ... Here is my feedbacks : blitting one texture to another seems to
work well doing the conversion job (only without calling
glEnable(GL_FRAMEBUFFER_SRGB) ). I had issues using
ovr_GetTextureSwapChainCurrentIndex and then
ovr_GetTextureSwapChainBu...
if you are trying alternative methods outside of how our PC SDK
functions, this coding and technique will need to be custom on your
end.Hi, thanks for your quick answer !It is not really an alternative
method since the rendering is "classic" OpenGL r...
I misunderstood the swapChain ! So, to use the already rendered
textures, my solution is to create 2 FBOs (one per eye) to blit my RGBA
texture into the current swapchain SRGB texture ... I have to develop
that to see if it is working (and converting...