def attachCurrentTexture(self, target = GL_DRAW_FRAMEBUFFER): textureId = ovr.getTextureSwapChainBufferGL(self.rift.session, self.pTextureSet, -1) # We switch textures every frame, so we need to bind the new texture here glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0) # FIXME? validating every frame may be excessive fboStatus = glCheckFramebufferStatus(target) if (GL_FRAMEBUFFER_COMPLETE != fboStatus): raise Exception("Bad framebuffer setup")
def attachCurrentTexture(self, target=GL_DRAW_FRAMEBUFFER): textureId = ovr.getTextureSwapChainBufferGL(self.rift.session, self.pTextureSet, -1) # We switch textures every frame, so we need to bind the new texture here glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0) # FIXME? validating every frame may be excessive fboStatus = glCheckFramebufferStatus(target) if (GL_FRAMEBUFFER_COMPLETE != fboStatus): raise Exception("Bad framebuffer setup")
def get_current_texture_id_GL(self, textureSwapChain): return ovr.getTextureSwapChainBufferGL(self.session, textureSwapChain, -1)