Oculus Dash steals Input Focus on switch to VR
I have an application that runs in desktop and VR. If I start the app in desktop mode and put on my headset, the Oculus app launches and after a few seconds, my app starts to render in the HMD. A few seconds later, Oculus Dash appears and steals input focus. If I select my application from Dash, it returns focus to my app. If the Oculus app is already running when I switch to VR, this doesn't happen (my app maintains input focus). I tried the same series of steps with an app like Quill. I see that Dash does appear when the Oculus app starts, but then focus is returned to Quill and Dash disappears. As far as I can tell, I'm following all the advice from https://developer.oculus.com/documentation/pcsdk/latest/concepts/book-dg/ Does anyone know why this might be happening?540Views0likes0CommentsApplying for Oculus Touch Dev Kit
We would love to start implementing Oculus Touch for our VR Desktop application "Hexkraft Haus" as the Leap Motion/Vive controllers simply do not feel like your hands touching screens and buttons. How can we apply for a dev kit? Please check out https://www.youtube.com/watch?v=LEw3Vfx9B38 and www.hexkraft.com for additional information. Appreciate any feedback:)1.5KViews0likes4CommentsIs it possible to use MSAA in an OpenGL app. SDK 1.3.2
I am currently using SDK 1.3.2 to develop desktop apps in OpenGL. I would like to implement MSAA, because my renders are looking pretty chunky. In the old days we used to make our own eye FBO's and link them up, nowadays the SDK is doing it all that internally, when you call "ovr_CreateTextureSwapChainGL" you pass it a description: typedef struct ovrTextureSwapChainDesc_ { ovrTextureType Type; ovrTextureFormat Format; int ArraySize; ///< Only supported with ovrTexture_2D. Not supported on PC at this time. int Width; int Height; int MipLevels; int SampleCount; ///< Current only supported on depth textures ovrBool StaticImage; ///< Not buffered in a chain. For images that don't change unsigned int MiscFlags; ///< ovrTextureFlags unsigned int BindFlags; ///< ovrTextureBindFlags. Not used for GL. } ovrTextureSwapChainDesc; The description clearly states that "SampleCount; ///< Current only supported on depth textures" So does this mean you cannot use MSAA for color eye render targets? When I tried anything other than 1 I get the error "Failed to create texture." Any help would be appreciated. Thanks720Views0likes1Comment