08-11-2014 09:39 PM
HGLRC context = wglCreateContextAttribsARB(dc, 0, attribs);
09-02-2014 01:19 PM
09-02-2014 02:19 PM
"Smola" wrote:
I understand that. Nevertheless I read that people manage to display at least something on the rift display using OpenGL DirectHMD, even if it is shifted, wrong, not properly distorted or whatever. I don't see anything on the display. I'd love to see something, even if it's wrong.
I know, it's in vain to try to achieve that atm, but I want to learn. I haven't done any C++/OpenGL in a long while and I learned.
09-03-2014 06:51 AM
"jherico" wrote:
Extended mode works, and if you're coding your application correctly, once Direct HMD mode does support OpenGL, you shouldn't have to do any additional work to support it.
09-04-2014 12:25 PM
09-04-2014 12:52 PM
09-04-2014 03:19 PM
"trippedout" wrote:
i guess my question is what is the preferred workflow? pick up a directX11 book and hope to implement all my texture stuff like that asap?
09-04-2014 05:49 PM
"iiicaryp" wrote:
I also tried sdk 0.4.2 and OculusWorldDemo app with"GL" on my amd card, but it still fails
when I launch the app. So I guess the new release doesn't fix the problem? Can oculus team confirm with that?
Thanks!
09-05-2014 06:20 AM
"jherico" wrote:
I don't really have a good workflow for rendering concurrently to the Rift display and a visible monitor. I suggest you include a compile flag or command line option to allow you to easily toggle rendering to a monitor or to the Rift. I tend to spend most of my time rendering output to a screen, and then only switching to the Rift for final testing and tweaks.
09-06-2014 12:23 PM
"deanbeeler" wrote:
OpenGL is still crystalizing. Further fixes for OpenGL missed the last release train but will make it into the next release. I'm confident most, if not all, of your OpenGL issues will be resolved by then.
09-12-2014 01:35 PM
//#if defined(OVR_OS_WIN32)
// const char* graphics = "d3d11";
//#else
const char* graphics = "GL";
//#endif
// In Direct App-rendered mode, we can use smaller window size,
// as it can have its own contents and isn't tied to the buffer.
WindowSize = Sizei(1100, 618);//Sizei(960, 540); avoid rotated output bug.