Dear Developers,
The Vive OpenXR implementation (with OpenGL, VIVE Cosmos, AMD RX6800XT) seems to created a GL_R16 texture instead of the requested GL_DEPTH_COMPONENT16 as a depth image (so same size, but wrong format).
Steam OpenXR creates the texture with the correct internalformat.
OpenGL does not allow for a RED texture to be used as a DEPTH texture. Using throws the GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error.
The only fix I could find to get it to work in OpenGL is not to use z-buffering which is... bad 🙂
As this used to work in an earlier version of VIVE software and I can't find a way to downgrade VIVE Software again, I can only guess that this bug was added recently.
Hope someone of you devs reads this and can fix it 🙂
Regards