Hi Riccardo, On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi <riccardo.co...@kairos3d.it> wrote:
> I've tracked the issue down to the fact that it is necessary to call > viewer.setReleaseContextAtEndOfFrameHint(false); > for the Oculus to work properly. > Is it running single context, single threading and then using GL calls in the main thread? Robert.
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org