Access Violation (Win32 - Glew - GLFW) with an Oculus Rift Device

Hello,

So I am trying to run some sample code for working with an Oculus Rift and I get an Access Violation error on this line (also marked in code below) when I run the example.

glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

The code compiles without issue.

Any ideas?

Thank you.



// OpenGLOculusRift.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"

#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>

// =============================================================================

static void ErrorCallback(int p_Error, const char* p_Description)
{
	fputs(p_Description, stderr);
}

// =============================================================================

static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
	if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
		glfwSetWindowShouldClose(p_Window, GL_TRUE);
}

// =============================================================================

static void RenderCube(float p_Size)
{
	const float l_SizeDiv2 = p_Size*0.5f;

	// A cube...
	glBegin(GL_QUADS);
	glNormal3f(0.0f, 0.0f, 1.0f);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(0.0f, 0.0f, -1.0f);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(0.0f, 1.0f, 0.0f);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(0.0f, -1.0f, 0.0f);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(1.0f, 0.0f, 0.0f);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(-1.0f, 0.0f, 0.0f);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glEnd();
}

// ============================================================================

static void SetOpenGLState(void)
{
	// Some state...
	glEnable(GL_CULL_FACE);
	glEnable(GL_LIGHTING);
	glDisable(GL_TEXTURE_2D);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// Some (stationary) lights...
	GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
	GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
	glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
	glEnable(GL_LIGHT0);

	GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
	GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
	glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
	glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
	glEnable(GL_LIGHT1);

	// Material...
	GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
	GLfloat l_MaterialShininess[] = { 10.0f };
	glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
	glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}

// =============================================================================

int _tmain(int argc, _TCHAR* argv[])
{

	// Initialize LibOVR...
	ovr_Initialize();

	ovrHmd l_Hmd = ovrHmd_Create(0);
	if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

	ovrHmdDesc l_HmdDesc;
	ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

	ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

	GLFWwindow* l_Window;

	glfwSetErrorCallback(ErrorCallback);

	if (!glfwInit()) exit(EXIT_FAILURE);

	ovrSizei l_ClientSize;
	l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
	l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
	// Create a fullscreen window with the Oculus Rift resolution...
	l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
	if (!l_Window)
	{
		glfwTerminate();
		exit(EXIT_FAILURE);
	}

	// Print the OpenGL version we are using...
	int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
	int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
	printf("OpenGL: %d.%d
", l_Major, l_Minor);

	// Make the context current for this window...
	glfwMakeContextCurrent(l_Window);

	// Create some lights, materials, etc...
	SetOpenGLState();

	// Don't forget to initialize Glew...
	glewInit();

	// We will do some offscreen rendering, setup FBO...
	ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
	ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
	ovrSizei l_TextureSize;
	l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
	l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

	// Create FBO...
	GLuint l_FBOId;
	glGenFramebuffers(1, &l_FBOId);
	glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

	// The texture we're going to render to...
	GLuint l_TextureId;
	glGenTextures(1, &l_TextureId);
	// "Bind" the newly created texture : all future texture functions will modify this texture...
	glBindTexture(GL_TEXTURE_2D, l_TextureId);
	// Give an empty image to OpenGL (the last "0")
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
	// Linear filtering...
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	// Create Depth Buffer...
	GLuint l_DepthBufferId;
	glGenRenderbuffers(1, &l_DepthBufferId);
	glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

	// Set the texture as our colour attachment #0...

/*

Access Violation Occurs Here.

*/

	glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

/*

End Access Violation

*/


	// Set the list of draw buffers...
	GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
	glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

	// Unbind...
	glBindRenderbuffer(GL_RENDERBUFFER, 0);
	glBindTexture(GL_TEXTURE_2D, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	// Oculus Rift eye configurations...
	ovrEyeDesc l_Eyes[2];
	l_Eyes[0].Eye = ovrEye_Left;
	l_Eyes[1].Eye = ovrEye_Right;
	l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
	l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
	l_Eyes[0].TextureSize.w = l_TextureSize.w;
	l_Eyes[0].TextureSize.h = l_TextureSize.h;
	l_Eyes[1].TextureSize.w = l_TextureSize.w;
	l_Eyes[1].TextureSize.h = l_TextureSize.h;
	l_Eyes[0].RenderViewport.Pos.x = 0;
	l_Eyes[0].RenderViewport.Pos.y = 0;
	l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w + 1) / 2;
	l_Eyes[1].RenderViewport.Pos.y = 0;
	l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w / 2;
	l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
	l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
	l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

	ovrGLConfig l_Cfg;
	l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
	l_Cfg.OGL.Header.Multisample = 0;
	l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
	l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
	l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
	l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
	l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

	int l_RenderCaps = 0;
	int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
	ovrEyeRenderDesc l_EyeRenderDesc[2];
	ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

	ovrGLTexture l_EyeTexture[2];
	l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
	l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
	l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
	l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
	l_EyeTexture[0].OGL.TexId = l_TextureId;

	// Right eye uses the same texture, but a different rendering viewport...
	l_EyeTexture[1] = l_EyeTexture[0];
	l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;

	glfwSetKeyCallback(l_Window, KeyCallback);

	GLfloat l_SpinX;
	GLfloat l_SpinY;

	while (!glfwWindowShouldClose(l_Window))
	{
		l_SpinX = (GLfloat)fmod(glfwGetTime()*17.0, 360.0);
		l_SpinY = (GLfloat)fmod(glfwGetTime()*23.0, 360.0);

		ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

		// Bind the FBO...
		glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
		// Clear...
		glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		for (int l_EyeIndex = 0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
		{
			ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
			ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

			glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x,   // StartX
				l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y,   // StartY
				l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w,   // Width
				l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h   // Height
				);

			// Get Projection and ModelView matrici from the device...
			OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
				l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
			OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
			OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

			// Pass matrici on to OpenGL...
			glMatrixMode(GL_PROJECTION);
			glLoadIdentity();
			glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
			glMatrixMode(GL_MODELVIEW);
			glLoadIdentity();
			// Translate for specific eye based on IPD...
			glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
				l_EyeRenderDesc[l_Eye].ViewAdjust.y,
				l_EyeRenderDesc[l_Eye].ViewAdjust.z);
			// Multiply with orientation retrieved from sensor...
			glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
			// Move back a bit to show scene in front of us...
			glTranslatef(0.0f, 0.0f, -3.0f);
			// Make the cube spin...
			glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
			glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

			// Render...
			RenderCube(1.0f);

			ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
		}

		// Unbind the FBO, back to normal drawing...
		glBindFramebuffer(GL_FRAMEBUFFER, 0);

		// Oculus wants CW orientations, avoid the problem by turning of culling...
		glDisable(GL_CULL_FACE);
		glDisable(GL_DEPTH_TEST);
		ovrHmd_EndFrame(l_Hmd);
		// Restore state after Oculus did it's work (-sigh-)...
		glEnable(GL_CULL_FACE);
		glEnable(GL_DEPTH_TEST);
		glClearDepth(1);
		glUseProgramObjectARB(0);

		glfwPollEvents();
	}

	glfwDestroyWindow(l_Window);

	glfwTerminate();

	ovrHmd_Destroy(l_Hmd);
	ovr_Shutdown();

	exit(EXIT_SUCCESS);

	return 0;
}

Do you know what OpenGL version your system supports? glFramebufferTexture() is a more recent function than the other functionality you are using. If the man page is correct, it was added in OpenGL 3.2. You may want to use glFramebufferTexture2D() instead, which has been around for longer. glFramebufferTexture() is mainly intended for array textures, cube maps, and 3D textures anyway, so glFramebufferTexture2D() is most likely a better fit for what you need.

I see; I was testing on an Intel system which has OpenGL 3.1 so that was it! Thank you.

Only problem is now I get a blank screen after what I used to clear the screen.:frowning:

I am using this line instead:

glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, l_TextureId, 0);

Considering the entirety of my code earlier, is this correct?

Thank you for your time.

OK, so I am now working on a different system and I am trying the exact code below.

Any ideas why one texture would be good but the other messed up as shown?


#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>

const bool l_FullScreen = true;

ovrHmd l_Hmd;
ovrHmdDesc l_HmdDesc;
ovrEyeDesc l_Eyes[2];
ovrGLConfig l_Cfg;

// =============================================================================

static void ErrorCallback(int p_Error, const char* p_Description)
{
   fputs(p_Description, stderr);
}

// =============================================================================

static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
   if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS) 
      glfwSetWindowShouldClose(p_Window, GL_TRUE);
}

// =============================================================================

static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
{
   l_Cfg.OGL.Header.RTSize.w = p_Width; 
   l_Cfg.OGL.Header.RTSize.h = p_Height;

   int l_RenderCaps = 0;
   int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
   ovrEyeRenderDesc l_EyeRenderDesc[2];
   ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
}

// =============================================================================

static void RenderCube(float p_Size)
{
   const float l_SizeDiv2 = p_Size*0.5f;

   // A cube...
   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 0.0f, 1.0f);
      glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
      glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
      glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
      glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 0.0f,-1.0f);
      glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
      glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
      glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
      glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 1.0f, 0.0f);
      glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
      glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
      glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
      glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f,-1.0f, 0.0f);
      glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
      glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
      glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
      glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 1.0f, 0.0f, 0.0f);
      glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
      glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
      glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
      glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f(-1.0f, 0.0f, 0.0f);
      glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
      glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
      glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
      glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
   glEnd();
}

// ============================================================================

static void SetOpenGLState(void)
{
   // Some state...
   glEnable(GL_CULL_FACE);
   glEnable(GL_LIGHTING);
   glDisable(GL_TEXTURE_2D);
   glEnable(GL_DEPTH_TEST);
   glShadeModel(GL_SMOOTH);
   glEnable(GL_BLEND);
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        
   // Some (stationary) lights...
   GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
   GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
   glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
   glEnable(GL_LIGHT0);
    
   GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
   GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
   glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
   glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
   glEnable(GL_LIGHT1);
    
   // Material...
   GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
   GLfloat l_MaterialShininess[] = { 10.0f };
   glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
   glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}

// =============================================================================

int main(void)
{
   // Initialize LibOVR...
   ovr_Initialize();

   l_Hmd = ovrHmd_Create(0);
   if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

   ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

   ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

   GLFWwindow* l_Window;

   glfwSetErrorCallback(ErrorCallback);

   if (!glfwInit()) exit(EXIT_FAILURE);

   ovrSizei l_ClientSize;
   if (l_FullScreen)
   {
      l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
      l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
      // Create a fullscreen window with the Oculus Rift resolution...
      l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
   }
   else
   {
      l_ClientSize.w = 640;
      l_ClientSize.h = 480;
      // Create a window with the size of your likings...
      l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
   }

   if (!l_Window)
   {
      glfwTerminate();
      exit(EXIT_FAILURE);
   }

   // Print the OpenGL version we are using...
   int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
   int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
   printf("OpenGL: %d.%d
", l_Major, l_Minor); 

   // Make the context current for this window...
   glfwMakeContextCurrent(l_Window);

   // Create some lights, materials, etc...
   SetOpenGLState();

   // Don't forget to initialize Glew...
   GLenum l_Result = glewInit();
   if (l_Result!=GLEW_OK)   
   {
      printf("glewInit() error.
");
      exit(EXIT_FAILURE);
   }

   // We will do some offscreen rendering, setup FBO...
   ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
   ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
   ovrSizei l_TextureSize;
   l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
   l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

   // Create FBO...
   GLuint l_FBOId;
   glGenFramebuffers(1, &l_FBOId);
   glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

   // The texture we're going to render to...
   GLuint l_TextureId;
   glGenTextures(1, &l_TextureId);
   // "Bind" the newly created texture : all future texture functions will modify this texture...
   glBindTexture(GL_TEXTURE_2D, l_TextureId);
   // Give an empty image to OpenGL (the last "0")
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
   // Linear filtering...
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

   // Create Depth Buffer...
   GLuint l_DepthBufferId;
   glGenRenderbuffers(1, &l_DepthBufferId);
   glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
   glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

   // Set the texture as our colour attachment #0...
   glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

   // Set the list of draw buffers...
   GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
   glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

   // Unbind...
   glBindRenderbuffer(GL_RENDERBUFFER, 0);
   glBindTexture(GL_TEXTURE_2D, 0);
   glBindFramebuffer(GL_FRAMEBUFFER, 0);

   // Oculus Rift eye configurations...
   l_Eyes[0].Eye = ovrEye_Left;
   l_Eyes[1].Eye = ovrEye_Right;
   l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
   l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
   l_Eyes[0].TextureSize.w = l_TextureSize.w;
   l_Eyes[0].TextureSize.h = l_TextureSize.h;
   l_Eyes[1].TextureSize.w = l_TextureSize.w;
   l_Eyes[1].TextureSize.h = l_TextureSize.h;
   l_Eyes[0].RenderViewport.Pos.x = 0;
   l_Eyes[0].RenderViewport.Pos.y = 0;
   l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
   l_Eyes[1].RenderViewport.Pos.y = 0;
   l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
   l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
   l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
   l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

   l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
   l_Cfg.OGL.Header.Multisample = 0;
   l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w; 
   l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
   l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
   l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
   l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

   int l_RenderCaps = 0;
   int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
   ovrEyeRenderDesc l_EyeRenderDesc[2];
   ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

   ovrGLTexture l_EyeTexture[2];
   l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
   l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
   l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
   l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
   l_EyeTexture[0].OGL.TexId = l_TextureId;

   // Right eye uses the same texture, but a different rendering viewport...
   l_EyeTexture[1] = l_EyeTexture[0];
   l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;    

   glfwSetKeyCallback(l_Window, KeyCallback);
   glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

   GLfloat l_SpinX;
   GLfloat l_SpinY;

   while (!glfwWindowShouldClose(l_Window))
   {
      l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
      l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);

      ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

      // Bind the FBO...
      glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
      // Clear...
      glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
      {
         ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
         ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

         glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x,   // StartX
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y,   // StartY
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w,   // Width
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h   // Height
                 );

         // Get Projection and ModelView matrici from the device...
         OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
            l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
         OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
         OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

         // Pass matrici on to OpenGL...
         glMatrixMode(GL_PROJECTION);
         glLoadIdentity();
         glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
         glMatrixMode(GL_MODELVIEW);
         glLoadIdentity();
         // Translate for specific eye based on IPD...
         glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
                   l_EyeRenderDesc[l_Eye].ViewAdjust.y,
                   l_EyeRenderDesc[l_Eye].ViewAdjust.z);
         // Multiply with orientation retrieved from sensor...
         glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
         // Move back a bit to show scene in front of us...
         glTranslatef(0.0f, 0.0f, -0.5f);
         // Make the cube spin...
         glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
         glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

         // Render...
         RenderCube(0.2f);

         ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
      }

      // Unbind the FBO, back to normal drawing...
      glBindFramebuffer(GL_FRAMEBUFFER, 0);

      // Oculus wants CW orientations, avoid the problem by turning of culling...
      glDisable(GL_CULL_FACE);
      glDisable(GL_DEPTH_TEST);
      ovrHmd_EndFrame(l_Hmd);
      // Restore state after Oculus did its work (-sigh-)...
      glEnable(GL_CULL_FACE);
      glEnable(GL_DEPTH_TEST);
      glClearDepth(1);
      glUseProgramObjectARB(0);

      glfwPollEvents();
   }

   glfwDestroyWindow(l_Window);

   glfwTerminate();

   ovrHmd_Destroy(l_Hmd);
   ovr_Shutdown();

   exit(EXIT_SUCCESS);
}

These are the results on an AMD Graphics card based system.

So I tried to call to do a gFlush (old code for sure) as suggested in another forum.



glDisable(GL_DEPTH_TEST);
glFlush();
ovrHmd_EndFrame(l_Hmd);


but the problem remands the same:

Here is version two of the complete code:



#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>

const bool l_FullScreen = false;

ovrHmd l_Hmd;
ovrHmdDesc l_HmdDesc;
ovrEyeDesc l_Eyes[2];
ovrGLConfig l_Cfg;

// =============================================================================

static void ErrorCallback(int p_Error, const char* p_Description)
{
	fputs(p_Description, stderr);
}

// =============================================================================

static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
	if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
		glfwSetWindowShouldClose(p_Window, GL_TRUE);
}

// =============================================================================

static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
{
	l_Cfg.OGL.Header.RTSize.w = p_Width;
	l_Cfg.OGL.Header.RTSize.h = p_Height;

	int l_RenderCaps = 0;
	int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
	ovrEyeRenderDesc l_EyeRenderDesc[2];
	ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
}

// =============================================================================

static void RenderCube(float p_Size)
{
	const float l_SizeDiv2 = p_Size*0.5f;

	// A cube...
	glBegin(GL_QUADS);
	glNormal3f(0.0f, 0.0f, 1.0f);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(0.0f, 0.0f, -1.0f);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(0.0f, 1.0f, 0.0f);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(0.0f, -1.0f, 0.0f);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(1.0f, 0.0f, 0.0f);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glEnd();

	glBegin(GL_QUADS);
	glNormal3f(-1.0f, 0.0f, 0.0f);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, -l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, -l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
	glVertex3f(-l_SizeDiv2, l_SizeDiv2, -l_SizeDiv2);
	glEnd();
}

// ============================================================================

static void SetOpenGLState(void)
{
	// Some state...
	glEnable(GL_CULL_FACE);
	glEnable(GL_LIGHTING);
	glDisable(GL_TEXTURE_2D);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// Some (stationary) lights...
	GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
	GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
	glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
	glEnable(GL_LIGHT0);

	GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
	GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
	glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
	glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
	glEnable(GL_LIGHT1);

	// Material...
	GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
	GLfloat l_MaterialShininess[] = { 10.0f };
	glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
	glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}

// =============================================================================

int main(void)
{
	// Initialize LibOVR...
	ovr_Initialize();

	l_Hmd = ovrHmd_Create(0);
	if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

	ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

	ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

	GLFWwindow* l_Window;

	glfwSetErrorCallback(ErrorCallback);

	if (!glfwInit()) exit(EXIT_FAILURE);

	ovrSizei l_ClientSize;
	if (l_FullScreen)
	{
		l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
		l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
		// Create a fullscreen window with the Oculus Rift resolution...
		l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
	}
	else
	{
		l_ClientSize.w = 640;
		l_ClientSize.h = 480;
		// Create a window with the size of your likings...
		l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
	}

	if (!l_Window)
	{
		glfwTerminate();
		exit(EXIT_FAILURE);
	}

	// Print the OpenGL version we are using...
	int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
	int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
	printf("OpenGL: %d.%d
", l_Major, l_Minor);

	// Make the context current for this window...
	glfwMakeContextCurrent(l_Window);

	// Create some lights, materials, etc...
	SetOpenGLState();

	// Don't forget to initialize Glew...
	GLenum l_Result = glewInit();
	if (l_Result != GLEW_OK)
	{
		printf("glewInit() error.
");
		exit(EXIT_FAILURE);
	}

	// We will do some offscreen rendering, setup FBO...
	ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
	ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
	ovrSizei l_TextureSize;
	l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
	l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

	// Create FBO...
	GLuint l_FBOId;
	glGenFramebuffers(1, &l_FBOId);
	glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

	// The texture we're going to render to...
	GLuint l_TextureId;
	glGenTextures(1, &l_TextureId);
	// "Bind" the newly created texture : all future texture functions will modify this texture...
	glBindTexture(GL_TEXTURE_2D, l_TextureId);
	// Give an empty image to OpenGL (the last "0")
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
	// Linear filtering...
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	// Create Depth Buffer...
	GLuint l_DepthBufferId;
	glGenRenderbuffers(1, &l_DepthBufferId);
	glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

	// Set the texture as our colour attachment #0...
	glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

	// Set the list of draw buffers...
	GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
	glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

	// Unbind...
	glBindRenderbuffer(GL_RENDERBUFFER, 0);
	glBindTexture(GL_TEXTURE_2D, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	// Oculus Rift eye configurations...
	l_Eyes[0].Eye = ovrEye_Left;
	l_Eyes[1].Eye = ovrEye_Right;
	l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
	l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
	l_Eyes[0].TextureSize.w = l_TextureSize.w;
	l_Eyes[0].TextureSize.h = l_TextureSize.h;
	l_Eyes[1].TextureSize.w = l_TextureSize.w;
	l_Eyes[1].TextureSize.h = l_TextureSize.h;
	l_Eyes[0].RenderViewport.Pos.x = 0;
	l_Eyes[0].RenderViewport.Pos.y = 0;
	l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w + 1) / 2;
	l_Eyes[1].RenderViewport.Pos.y = 0;
	l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w / 2;
	l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
	l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
	l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

	l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
	l_Cfg.OGL.Header.Multisample = 0;
	l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
	l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
	l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
	l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
	l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

	int l_RenderCaps = 0;
	int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
	ovrEyeRenderDesc l_EyeRenderDesc[2];
	ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

	ovrGLTexture l_EyeTexture[2];
	l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
	l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
	l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
	l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
	l_EyeTexture[0].OGL.TexId = l_TextureId;

	// Right eye uses the same texture, but a different rendering viewport...
	l_EyeTexture[1] = l_EyeTexture[0];
	l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;

	glfwSetKeyCallback(l_Window, KeyCallback);
	glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

	GLfloat l_SpinX;
	GLfloat l_SpinY;

	while (!glfwWindowShouldClose(l_Window))
	{
		l_SpinX = (GLfloat)fmod(glfwGetTime()*17.0, 360.0);
		l_SpinY = (GLfloat)fmod(glfwGetTime()*23.0, 360.0);

		ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

		// Bind the FBO...
		glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
		// Clear...
		glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		for (int l_EyeIndex = 0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
		{
			ovrEyeType l_Eye = (l_EyeIndex == 0 ? ovrEye_Right : ovrEye_Left);
			ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

			glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x,   // StartX
				l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y,   // StartY
				l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w,   // Width
				l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h   // Height
				);

			// Get Projection and ModelView matrici from the device...
			OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
				l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
			OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
			OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

			// Pass matrici on to OpenGL...
			glMatrixMode(GL_PROJECTION);
			glLoadIdentity();
			glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
			glMatrixMode(GL_MODELVIEW);
			glLoadIdentity();
			// Translate for specific eye based on IPD...
			glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
				l_EyeRenderDesc[l_Eye].ViewAdjust.y,
				l_EyeRenderDesc[l_Eye].ViewAdjust.z);
			// Multiply with orientation retrieved from sensor...
			glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
			// Move back a bit to show scene in front of us...
			glTranslatef(0.0f, 0.0f, -0.5f);
			// Make the cube spin...
			glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
			glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

			// Render...
			RenderCube(0.2f);

			ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
		}

		// Unbind the FBO, back to normal drawing...
		glBindFramebuffer(GL_FRAMEBUFFER, 0);

		// Oculus wants CW orientations, avoid the problem by turning of culling...
		glDisable(GL_CULL_FACE);
		glDisable(GL_DEPTH_TEST);
		glFlush();
		ovrHmd_EndFrame(l_Hmd);
		// Restore state after Oculus did its work (-sigh-)...
		glEnable(GL_CULL_FACE);
		glEnable(GL_DEPTH_TEST);
		glClearDepth(1);
		glUseProgramObjectARB(0);

		glfwPollEvents();
	}

	glfwDestroyWindow(l_Window);

	glfwTerminate();

	ovrHmd_Destroy(l_Hmd);
	ovr_Shutdown();

	exit(EXIT_SUCCESS);
}



Any ideas?

This looks like it might be a problem with the Oculus Rift SDK; I will update the forum when I find the answer to this question…

Thank you for any time and attention put into this…