Reputation: 1226
I'm trying to setup my first C/C++
Oculus Rift project using the Oculus SDK for Windows (8.0.0)
in an OpenGL
context, but I can't achieve to make it run properly.
Whenever I try to compile the provided DirectX samples it fully works, but when I try to compile anything relative to OpenGL it fail with somewhat the same texture problem.
If I try to compile and run the provided OculusRommTiny(GL) it returns a "Failed to create texture" and exit.
And, when I try to compile my own work, the ovr_CreateSwapTextureSetGL
function always returns false
.
Here are few useful informations (I guess) :
Here is an extract of my code relative to the problem :
if (OVR_SUCCESS(ovr_CreateSwapTextureSetGL(session, GL_SRGB8_ALPHA8, bufferSize.w, bufferSize.h, &pTextureSet)))
{
/*for (int i = 0; i < pTextureSet->TextureCount; ++i)
{ ... }*/
std::cout << "OK, keep going..." << std::endl;
} else {
std::cout << "ERROR: failed creating swap texture" << std::endl;
ovr_Destroy(session);
ovr_Shutdown();
return false;
}
Do you have any clue on how to bypass this problem? Thank you.
Upvotes: 1
Views: 1050
Reputation: 2022
OculusRommTiny(GL) should work. The problem could be the laptop GPU. This type of configuration with two GPU, "Optimus" for Nvidia and "Switchable graphics" for AMD is very common on laptops and is not supported and won't work most of the time.
On some specific laptops it's possible to disable the integrated GPU in the BIOS, so try that if you can.
Quote from the Oculus forum:
GPUs below Nvidia GTX 600 series or AMD Radeon HD 7000 series are not supported. In addition, laptops typically are not supported well or at all (especially if they include Nvidia Optimus or AMD Switchable Graphics).
Upvotes: 1