You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I haven't seen that one myself. The documentation for error cases with openVR are cryptic at best, and the only thing that I can assume with that error is that the texture pointer you need to provide in the vrTexture_t struct is inaccessible/invalid from your bound function, or you're defining the incorrect texture type.
Sorry , I'm fool. I forgot create Context for every rendering thread. The
problem is resolved.
But I still have a question , I use boost thread to render texture and set
texture on overlay too.
For example , I create 2 thread to render 2 overlays , but performance is
lower than only one thread to render 1 overlay.
I thought performance of 2 overlays is equal to 1 overlay , but I was
wrong.
Have you do something for render all overlays parallel ?
Thanks for your prompt reply.
Jonny
2017-07-20 11:45 GMT+08:00 scudzey <notifications@github.com>:
I haven't seen that one myself. The documentation for error cases with
openVR are cryptic at best, and the only thing that I can assume with that
error is that the texture pointer you need to provide in the vrTexture_t
struct is inaccessible/invalid from your bound function, or you're defining
the incorrect texture type.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
<#6 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AaZNKlp1TpS9uJP4LwfN71K1uIgezg8Eks5sPs1egaJpZM4OZ3KM>
.
I traced your code , and try to use boost thread on SetOverlayTexture() , and I use boost bind directly instead of boost timer.
But SetOverlayTexture() return "InvalidTexture(24)" error , have you ever seen this problem before?
and how do you resolve it?
Thanks you.
The text was updated successfully, but these errors were encountered: