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.
>
>
>
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