Closed JeroMiya closed 6 years ago
Does this call cause a crash if you do it after registering the renderbuffers but before presenting your first frame? I'm trying to figure out whether the call is completely busted in the C API or in Unreal, or whether we could be seeing a multi-threading issue.
I was calling it only after presenting the first frame. More specifically, playing in vr preview mode for at least a few seconds (the length of time doesn't make a difference) which draws many frames.
Right, I'm just wondering if you can call it in the main render thread in place of a PresentRenderBuffers loop and have it work. If that works, it isn't the call itself but rather something about the use of the RenderManager in whatever interrupt is asking to change scenes.
Is this still happening with the current code base? Sorry for taking so long to look into it.
Is this still happening?
Closed due to no response.
This bug may or may not be in RenderManager or OSVR-Unreal. Putting it here for now until I can track it down more precisely. This crash occurs in OSVR-Unreal when exiting VR Preview mode
Here is the log:
I call the new clear color API when the game exits VR Preview mode to clear out the HMD. Without that call, everything works ok. With the call, the above crash occurs. This might be a bug in OSVR-Unreal instead of RenderManager, but I'll put it here for now.