Hi,
I am new to OpenXR and I have my app written fully in C++/OpenGL ES. I want to make it run on Oculus Quest2 using OpenXR. From what I see in examples from SDK, graphics functions are wrapped into graphicsAPI. I understand that based on the running device/platform, SDK will internally choose the appropriate graphics library [vulcan, opengl, directX]. But I would like to use pure OpenGL API for now and avoid using XR’s graphicsAPI proxy layer. Is that possible? (assuming it will be working only for platform with OpenGL support)
The graphicsAPI interface is just a wrapper made for the examples. There is nothing preventing you from using OpenGL calls directly. You choose which API to use by enabling the appropriate extension and passing the appropriate struct to xrCreateSession
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