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Texturing breaks when using OpenVR #1867
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Found this post on Reddit where another person describes the same issue: |
This seems to be related to #1696, i.e. could be fixed by the ability to tell Glium that the cached GL state is no longer valid. |
I think a solution to #1505 would also resolve this issue. |
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Submitting frames to the OpenVR compositor invalidates a
glium::Texture2d
(or its contents).The
glium::Texture2d
mentioned above is used to render a textured quad in the main window.Two other textures are used for submitting frames to OpenVR.
Each frame is submitted by passing the output of
GlObject::get_id
called on aglium::Texture2d
.Nothing is rendered to any of the textures.
Setup:
The same issue is reproduced on an Alienware laptop with a 1060.
Also tried with an Oculus Quest (via Oculus Link), same result.
Here's code that demonstrates the problem:
https://github.com/mkovacs/openvr-texture-problem
Also note that I've posted the same issue on the
rust-openvr
repo almost a year ago:rust-openvr/rust-openvr#43
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