I am now using Unity 2019.4.36, recently updated from Unity 2019.4.23. I
rebuilt my Quest 2 project and deployed to the device and now it
launches a black screen. Trying to unravel what has changed/not changed.
I'm using Android API 30. Is this the c...
Ok, that's a little too melodramatic of a title.We've got a java
application, using jogl, rendering multiple opengl contexts,
incorporating libovr via jni, rendering with client distortion rendering
(because all of our content is working in jogl), an...
Okay, I figured it out. The OpenGL error was not related. It turns out I
had a setting "Default Orientation" set to "Portrait" in the Player /
Other Settings options in Unity. Apparently between Unity 2019.4.23 and
later versions, this setting was ma...
"GGGGGG" wrote:Oh thank you so much for the detailed explaination!! I
will go down this path then One more question is that what if I only
have one image instead of two, should I do some pre-processing to
generate two images (if possible) for left ...
"GGGGGG" wrote:"rwblodgett" wrote:Check out the Oculus SDK Samples and
the Developer Guide.pdf.Is opengl a requirement? It doesn't sound like
you need OpenGL, unless you're not on Windows.Really? No OpenGL is not a
requirment, the reason why I have t...
Check out the Oculus SDK Samples and the Developer Guide.pdf.Is opengl a
requirement? It doesn't sound like you need OpenGL, unless you're not on
Windows.
"cybereality" wrote:Any reason you aren't on the latest 0.4.4 SDK?I have
now incorporated 0.4.4, but it still doesn't work. It was worth a
try."kojack" wrote:I do:- ovr_Initialize(); (this must be before opengl,
since this sets up the code to interce...