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Mod edit: No politics here, please. Even more so, we don’t need politically motivated misinformation.
My OpenGL application is an emulator that displays on a virtual cinema screen. The emulated game runs on a different thread and OpenGL context than the VR cinema.It works perfectly (looking around the virtual cinema with a blank screen) until I start...
The xrLocateSpace function sometimes takes literally forever (ie. it never returns), making my application appear to have hung. Sometimes the application will run correctly for a second or two before this happens.
No matter which swapchain format I specify, my OpenGL application always renders washed out. That implies that OpenGL always thinks it is rendering to a linear render target, while OpenXR always thinks I am submitting an sRGB render target. Changing ...
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