I've tracked the issue down to the fact that it is necessary to call
viewer.setReleaseContextAtEndOfFrameHint(false);
for the Oculus to work properly.

Thanks,
Riccardo



On Wed, Oct 17, 2018 at 2:33 PM Robert Osfield <robert.osfi...@gmail.com>
wrote:

> On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi <riccardo.co...@kairos3d.it>
> wrote:
>
>> the error I've reported is what I get with the env var already ON.
>> Unfortunately it doesn't add any more details.
>>
>
> Try adding GL checks around any of the Oculus related code.
>
> Robert.
>
>
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