Re: JOGL/Rift/JOVR - Exception in thread "main-Display-.windows_tiny-1-EDT-1"
Posted by
BrickFarmer on
Nov 27, 2014; 9:47pm
URL: https://forum.jogamp.org/JOGL-Rift-jocular-Exception-in-thread-main-Display-windows-tiny-1-EDT-1-tp4033677p4033666.html
gouessej wrote
Actually, if the Oculus SDK creates its own OpenGL context, you need to create an external context in JOGL to make it work, otherwise you just manipulate the context of your window.
Since I only draw into some FrameBuffer objects, I assumed that would be okay. ie. if the SDK uses my GLwindow context, or even creates it's own context (would that overwrite my context?), it should not affect my ability to render into a separate frame buffer? Or do I need to do something special with NEWT/GLWindow for that to work like that?
I had a look at the mentioned externalContext, but that seems to be making things worse, ie. then I would be trying to piggy back an unknown context and unknown handling of that context.
I suspect that both APIs are using the same context, and therefore this is probably just down to the startup sequence...
So from what I'm trying to read and learn, it sounds like I should be quite close with my current approach?
Thanks Sven, I know you are busy, but in theory, is my JOGL approach correct for what I'm trying to do?
Probably the issue is with 0430 since I got the earlier SDK running with JOGL :) but I want to be sure my NEWT / JOGL code is correct :)