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I am trying to write a SteamVR (OpenVR) overlay app. OpenVR requires a handle to the D3D11 texture to use to render the overlay. I have a Veldrid texture that I set as render target (drawn on by ImGui) and the texture has the sampled flag on it as well. All that works.
Now I need to pass the underlying D3D11 texture to OpenVR so it can display it on my HMD as an overlay... how do I get to that pointer?
Note I am using GraphicsBackend.Direct3D11 when calling VeldridStartup.CreateWindowAndGraphicsDevice.
In Unity I would just call texture.GetNativeTexturePtr(). What's the equivalent with Veldrid?
The text was updated successfully, but these errors were encountered:
I am trying to write a SteamVR (OpenVR) overlay app. OpenVR requires a handle to the D3D11 texture to use to render the overlay. I have a Veldrid texture that I set as render target (drawn on by ImGui) and the texture has the sampled flag on it as well. All that works.
Now I need to pass the underlying D3D11 texture to OpenVR so it can display it on my HMD as an overlay... how do I get to that pointer?
Note I am using GraphicsBackend.Direct3D11 when calling VeldridStartup.CreateWindowAndGraphicsDevice.
In Unity I would just call texture.GetNativeTexturePtr(). What's the equivalent with Veldrid?
The text was updated successfully, but these errors were encountered: