Comments (1)
This is fixed in the https://github.com/sensics/OSVR-RenderManager/tree/fixing-d3d-issues branch by removing these structures from the OpenDisplay() return structure. They are not needed in the Present() path, and they are not needed until the callback handlers are called in the Render() path.
This will be pull-requested soon, so should be in the next release.
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Related Issues (20)
- ATW not operating as expected with example programs on DK2/GeForce 1080 HOT 10
- AMD sub-module no longer uses NDA s.d.k? HOT 2
- ATW: "bubbles" of missed vsyncs in D3D11 ATW implementation HOT 1
- expose an interface for detecting HDMI will be better... HOT 3
- distortion mesh with multiple video inputs HOT 10
- D3D11 backend appears to hard-depend on SDL in code, but not in build system HOT 1
- OSVR-Unity Android crash traces to RenderManagerOpenGL::checkShaderError HOT 2
- Direct Mode w/ DK1 results in [NVAPI_RESOURCE_NOT_ACQUIRED] after 12 seconds of rendering HOT 3
- Overfill factor and distortion correction HOT 2
- Check the distortion correction texture lookups HOT 1
- Why have the OpenGL rendering examples stopped working? HOT 4
- Why is there a band of black at the top of the display?
- Direct mode doesn't work with mobile Nvidia GPUs HOT 8
- cmake policy warning FindOpenGL
- When there is only one eye, don't offset it
- OpenGL state is not restored when using a single eye
- Rendering broken on a mac HOT 1
- Shared-context apps fail to get an OpenGL context when run on a mac HOT 2
- Add synchronization primitive to indicate to the app when buffer is complete
- Another source for Windows precompiled binaries ? HOT 4
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