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.
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