I’m trying to port an existing OpenGL application to run on a Windows Mixed Reality platform, using WGL_NV_DX_interop. Working up through the various examples step by step, things have gone well.
However, I’ve hit a wall when I finally try to render into a WMR back buffer (via Windows::Graphics::Holographic::HolographicCamera). When I call wglDXRegisterObjectNV() for the back buffer, I get the debug message “GL_INVALID_OPERATION error generated. Invalid dimensions.”
The reason for this seems to be that the back buffer object is actually a 2-layer texture (for stereo rendering). This cannot change, since for WMR the back buffer is owned and controlled by the system.
Is there a switch somewhere that I can flip to enable interop support for 2-layer textures?
If not, what would be the possibility of getting an update for WGL_NV_DX_interop that addresses this scenario? Even if it’s limited to only supporting 2-layer textures it would be fine I think.
Or should the support already be there and I’m probably doing something wrong? I know you can’t tell what I’m doing without sample code, but it’s a whole Universal Windows Platform project.
Any help appreciated!