Does FFR (Fixed Foveated Rendering) supported by Oculus Questuse qualcomm GL extensions?
Oculus SDK 1.37 FFR feature:
https://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_framebuffer_foveated.txt
Hi, all
Can someone tell me if Oculus' FFR feature is use an extension of qualcomm GL?
Thanks.
/// <summary>
/// Gets if tiled-based multi-resolution technique is supported
/// This feature is only supported on QCOMM-based Android devices
/// </summary>
public static bool tiledMultiResSupported
{
get
{
return OVRPlugin.tiledMultiResSupported;
}
}https://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_texture_foveated.txthttps://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_framebuffer_foveated.txt
Hi, all
Can someone tell me if Oculus' FFR feature is use an extension of qualcomm GL?
Thanks.
