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Hello everyone ! I'm back to trying to work with Silk.NET, OpenXR (Windows + Vive Cosmos XR runtime) and OpenGL I've managed to get quite far now, I initialize everything, get the headset position and views properties and so on. the process is :
up to this, every single xr call returns with Success. then, i try to finalize frame and send it the the headset, The code is inspired by the OpenGL XR demo of Silk.NET
But EndFrame fails with "ErrorLayerInvalid" I really don't know how to progress from here. The OpenXR specs says
But as far as i can tell, it's seems that it's not the case for either of these condition. Any idea would really help ! Thanks |
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Replies: 2 comments 2 replies
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What example are you using? We don't have any OpenXR examples. |
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Ok... I figured out my mistake. Pro tip : Just don't ! :) Too bad the OpenXR API is not more specific when it comes to signaling errors. M. |
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Ok... I figured out my mistake.
Because of some copy paste error, I was using xrImages generated by the left-eye swapchain in the right-eye swapchain. Dumb me
Pro tip : Just don't ! :)
Too bad the OpenXR API is not more specific when it comes to signaling errors.
Anyway, it works now with Oculus XR runtime (Quest 2+link), Steam XR runtime (Vive cosmos), but I get a Memory violation on xrEndFrame using the Vive XR Runtime.
It's probably not related to Silk though, I suspect that the runtime is at fault here.
M.