Black background behind Oculus output
I'm using OVRManager.display.SetViewpoint in order to faciliate multi-monitor display (oculus rendering on the one side, monitor output rendering on the other), and it's working fine in Unity's OpenGL mode ... but using DX11 the Oculus viewport forces itself on top (which is fine) with a black background (which isn't). This black background covers the entire screen, not just the viewport, and it prevents any output being presented for the second screen (which is currently being done with 'GUI.DrawTexture').
I get the same behaviour in the unity editor up until I resize the 'Game' window while the game is running. After resizing it, the black background disappears. Once the background has gone (due to resizing), it doesn't reappear upon restarting the game.
Any idea how I can get this black background to disappear, or render a texture above it while using the DirectX rendering mode?
I get the same behaviour in the unity editor up until I resize the 'Game' window while the game is running. After resizing it, the black background disappears. Once the background has gone (due to resizing), it doesn't reappear upon restarting the game.
Any idea how I can get this black background to disappear, or render a texture above it while using the DirectX rendering mode?
