My DK2 arrived yesterday and I'm in the process of getting it up and running under Linux. I can get a picture on the Rift without any problem, but I can't get the SDK demos to work - so far only a WebGL example has given me any sort of experience with the Rift.
The SDK (0.4.3) compiles fine, and I can launch oculusd. But as soon as I try to run OculusWorldDemo_x86_64_Release then it gives me an OpenGL error and oculusd also crashes at the same time with an X11 error:
OVR::DeviceManagerThread - running (ThreadId=0x7facb241c700).
OVR::DeviceManager - initialized.
OVR::Linux::HIDDevice - Opened '/dev/hidraw5'
Manufacturer:'Oculus VR, Inc.' Product:'Rift DK2' Serial#:'H1DE47R6N1E2KZ00M100'
[TrackingManager] Sensor added: PrintedSerial=206PZ304GBK3 UUID=H1DE47R6N1E2KZ00M100
[TrackingManager] Display added: UUID=H1DE47R6N1E2K Driver=0
...nothing until I launch OculusWorldDemo...
X Error of failed request: BadWindow (invalid Window parameter)
Major opcode of failed request: 2 (X_ChangeWindowAttributes)
Resource id in failed request: 0x3e00002
Serial number of failed request: 11
Current serial number in output stream: 11
X Error of failed request: GLXBadDrawable
Major opcode of failed request: 155 (GLX)
Minor opcode of failed request: 29 (X_GLXGetDrawableAttributes)
Serial number of failed request: 8094
Current serial number in output stream: 8094
I am guessing my set up is a little unusual, so that's probably what the problem is. I'm using Intel HD (onboard) graphics, and as they are limited to only three outputs, I have had to unplug one of my three screens to connect the Rift. I'm running in Xinerama mode, which (once I have changed the resolution of my HDMI monitor from 1200x1600 portrait to 1920x1080 landscape) means my desktop appears as a single screen with a resolution of 5680x1600. Thus anything wanting to display on the Rift will have to place the window at x,y coordinates 3760,0 so that it appears on the Rift's screen. However I haven't even gotten far enough to have a window displayed at all, let alone try to get it on the right monitor!
I can't find many references to what would cause a GLXBadDrawable error, other than trying to use some OpenGL command that is not supported. But then some people seem to have gotten the Rift working with Intel HD Graphics, so surely that can't be the problem!
Any suggestions where to start looking, or is this set up completely impossible to have working with the Rift? Thanks!