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September 29, 2015

Unity, Windows and OpenGL

I asked this question over on the Unity forums but have not had a response, so I thought I would ask here.

My current project requires a native plugin for rendering and then compositing our content into the VR eyes. This renderer requires OpenGL.

Since the Oculus 0.4.4 there hasn't been a working version that has supported OpenGL. It's coming up to a year since that SDK release.

This is what I've found while testing different builds, runtimes and sdks.



Can anyone give me a heads up about support for OpenGL support on Windows and when it might be coming?

The original post
http://forum.unity3d.com/threads/what-i ... ws.356243/
    This topic has been closed for replies.

    3 replies

    Inspiring
    September 29, 2015
    Windows GL support is planned but low-priority due to the extremely limited number of apps using it. Is there any way you could port to D3D11? For example, you could use WGL_NV_DX_interop2 (https://www.opengl.org/registry/specs/NV/DX_interop2.txt) to share a texture you render in GL with Unity's D3D11 renderer.
    September 29, 2015
    Thanks for the reply.
    We'll investigate using that interop, might just do the trick.

    Do you feel that Windows GL support will make it into the 1.0 release?
    Inspiring
    September 29, 2015
    Unfortunately, it probably won't. The next API we are planning to add is DX12.