[osg-users] OpenGL viewport error (with Oculus)

Riccardo Corsi riccardo.corsi at kairos3d.it
Mon Oct 22 01:45:30 PDT 2018


Hi Robert,

yes, it's single context, single thread, all GL calls are done by osg and
osgOculusViewer in the various camera draw callbacks.

On Fri, Oct 19, 2018 at 4:55 PM Robert Osfield <robert.osfield at gmail.com>
wrote:

> Hi Riccardo,
>
> On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi <riccardo.corsi at kairos3d.it>
> wrote:
>
>> I've tracked the issue down to the fact that it is necessary to call
>> viewer.setReleaseContextAtEndOfFrameHint(false);
>> for the Oculus to work properly.
>>
>
> Is it running single context, single threading and then using GL calls in
> the main thread?
>
> Robert.
>
>
>
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