KOS Posted April 17, 2019 Share Posted April 17, 2019 Is it possible to init renderer with a shared OpenGL context? When it will be possible? ;) Link to comment Share on other sites More sharing options...
Tony PH Lin Posted April 17, 2019 Share Posted April 17, 2019 Hi , It would be nice if you can describe the use case more. It's important to know why you need “init renderer with a shared OpenGL context?” Maybe there is alternative way that does not need “init renderer with a shared OpenGL context”. Thanks. Link to comment Share on other sites More sharing options...
KOS Posted April 22, 2019 Author Share Posted April 22, 2019 I am embedding WaveVR's rendering pipeline into some existing Graphics infrastructure. There is already OpenGL context and it is hard to share WaveVR's OpenGL context to it. The reason is that I've already have left and right textures (for left and right eye) without distortion (WVR_GetTransformFromEyeToHead and WVR_GetProjection used). I just want to put this textures to "vertex displacement" mesh that is used in WVR (I think so) with WVR_SubmitFrame call inside my OpenGL context. NOTE: super.setUsingRenderBaseActivity(false); inside my Activity Link to comment Share on other sites More sharing options...
Tony PH Lin Posted April 24, 2019 Share Posted April 24, 2019 Hi , We need more information to make sure how can we support this item. 1. What is the target layer of the support, Java or Native? 2. Does this means WaveVR also needs to render the content to the EGLSurface provide by the existing Graphics infrastructure ? Or the existing Graphics infrastructure can render in off-screen mode so that the WaveVR can render to its own surface and show on the screen correctly? Thanks. Link to comment Share on other sites More sharing options...
KOS Posted April 24, 2019 Author Share Posted April 24, 2019 wrote: Hi , We need more information to make sure how can we support this item. 1. What is the target layer of the support, Java or Native? The short answer is " Mostly Native" Long answer: End user application is Java + Native just like WaveVR's hellovr example with is't own Activity (inherited from VRActivity) and SurfaceView. SurfaceView calls native methods for OpenGL context creation (uses it's own ANativeWindow to create EGLSurface) 2. Does this means WaveVR also needs to render the content to the EGLSurface provide by the existing Graphics infrastructure ? YES Or the existing Graphics infrastructure can render in off-screen mode so that the WaveVR can render to its own surface and show on the screen correctly? It's harder to implement. Thanks. Thanks! Link to comment Share on other sites More sharing options...
Tony PH Lin Posted April 30, 2019 Share Posted April 30, 2019 Hi , So far we do not have share context mechanism for developer, we will plan to use the context created by developer in the future. It may useful for your case. However, we would like to know what the “Graphics infrastructure” you mentioned is? A kind of game engine or sample apk with source code? Then we can check if there is a better way to achieve the goal. Based on the pervious info, using runtime’s context as shared context or copy existed image data from your texture to runtime texture are the compromise so far. Thanks. Link to comment Share on other sites More sharing options...
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