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.osfi...@gmail.com> wrote: > Hi Riccardo, > > On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi <riccardo.co...@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. > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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