<div dir="ltr"><div class="gmail_default" style="font-family:tahoma,sans-serif">Hi Robert,</div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div><div class="gmail_default" style="font-family:tahoma,sans-serif">yes, it's single context, single thread, all GL calls are done by osg and osgOculusViewer in the various camera draw callbacks.</div></div><br><div class="gmail_quote"><div dir="ltr">On Fri, Oct 19, 2018 at 4:55 PM Robert Osfield <<a href="mailto:robert.osfield@gmail.com">robert.osfield@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Hi Riccardo,<br><br><div class="gmail_quote"><div dir="ltr">On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi <<a href="mailto:riccardo.corsi@kairos3d.it" target="_blank">riccardo.corsi@kairos3d.it</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div dir="ltr"><div style="font-family:tahoma,sans-serif">I've tracked the issue down to the fact that it is necessary to call</div><div style="font-family:tahoma,sans-serif">viewer.setReleaseContextAtEndOfFrameHint(false);</div><div style="font-family:tahoma,sans-serif">for the Oculus to work properly.</div></div></div></blockquote><div><br></div><div>Is it running single context, single threading and then using GL calls in the main thread?</div><div><br></div><div>Robert.<br></div><div> </div><div><br></div><div> </div></div></div>
_______________________________________________<br>
osg-users mailing list<br>
<a href="mailto:osg-users@lists.openscenegraph.org" target="_blank">osg-users@lists.openscenegraph.org</a><br>
<a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org" rel="noreferrer" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>
</blockquote></div>