Demonstrates a problem with texturing that appears using openvr
and glium
The executable opens a main window, then initializes OpenGL and OpenVR. It then creates a program, a vertex and an index buffer for a full-screen quad, and a red-blue checker pattern texture. In the main loop, it queries OpenVR for poses, then draws the full-screen quad to the main window.
So the main window looks like this:
To enable submitting frames to OpenVR, click anywhere on the window.
As soon as frames are submitted, the red-blue checker pattern texture becomes invalid in some way.
In subsequent frames, the main window looks like this:
- Rust toolchain version: 1.46.0
openvr
version: 0.6.0glium
version: 0.27.0- OpenGL vendor: NVIDIA Corporation
- OpenGL renderer: GeForce GTX 1070 Ti/PCIe/SSE2
- OpenGL version: 3.1.0 NVIDIA 432.00
- OS: Windows 10
- Headset: Oculus Rift