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				/*! | 
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 | 
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@page rift Oculus Rift guide | 
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  | 
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@tableofcontents | 
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 | 
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This guide is intended to fill in the gaps between the | 
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[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and | 
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the rest of the GLFW documentation and is not a replacement for either.  It | 
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requires you to use [native access](@ref native) and assumes a certain level of | 
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proficiency with LibOVR, platform specific APIs and your chosen development | 
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environment. | 
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 | 
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While GLFW has no explicit support for LibOVR, it is tested with and tries to | 
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interoperate well with it. | 
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 | 
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@note Because of the speed of development of the Oculus SDK, this guide may | 
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become outdated before the next release.  If this is a local copy of the | 
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documentation, you may want to check the GLFW website for updates.  This | 
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revision of the guide is written against version 0.4.4 of the SDK. | 
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 | 
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 | 
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@section rift_include Including the LibOVR and GLFW header files | 
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 | 
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Both the OpenGL LibOVR header and the GLFW native header need macros telling | 
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them what OS you are building for.  Because LibOVR only supports three major | 
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desktop platforms, this can be solved with canonical predefined macros. | 
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 | 
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@code | 
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#if defined(_WIN32) | 
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 #define GLFW_EXPOSE_NATIVE_WIN32 | 
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 #define GLFW_EXPOSE_NATIVE_WGL | 
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 #define OVR_OS_WIN32 | 
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#elif defined(__APPLE__) | 
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 #define GLFW_EXPOSE_NATIVE_COCOA | 
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 #define GLFW_EXPOSE_NATIVE_NSGL | 
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 #define OVR_OS_MAC | 
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#elif defined(__linux__) | 
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 #define GLFW_EXPOSE_NATIVE_X11 | 
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 #define GLFW_EXPOSE_NATIVE_GLX | 
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 #define OVR_OS_LINUX | 
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#endif | 
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 | 
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#include <GLFW/glfw3.h> | 
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#include <GLFW/glfw3native.h> | 
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 | 
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#include <OVR_CAPI_GL.h> | 
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@endcode | 
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 | 
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Both the GLFW and LibOVR headers by default attempt to include the standard | 
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OpenGL `GL/gl.h` header (`OpenGL/gl.h` on OS X).  If you wish to use a different | 
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standard header or an [extension loading library](@ref context_glext_auto), | 
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include that header before these. | 
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 | 
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 | 
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@section rift_init Initializing LibOVR and GLFW | 
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 | 
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LibOVR needs to be initialized before GLFW.  This means calling at least | 
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`ovr_Initialize`, `ovrHmd_Create` and `ovrHmd_ConfigureTracking` before @ref | 
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glfwInit.  Similarly, LibOVR must be shut down after GLFW.  This means calling | 
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`ovrHmd_Destroy` and `ovr_Shutdown` after @ref glfwTerminate. | 
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 | 
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 | 
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@section rift_direct Direct HMD mode | 
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 | 
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Direct HMD mode is the recommended display mode for new applications, but the | 
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Oculus Rift runtime currently (January 2015) only supports this mode on Windows. | 
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In direct mode the HMD is not detectable as a GLFW monitor. | 
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 | 
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 | 
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@subsection rift_direct_create Creating a window and context | 
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 | 
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If the HMD is in direct mode you can use either a full screen or a windowed mode | 
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window, but full screen is only recommended if there is a monitor that supports | 
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the resolution of the HMD.  Due to limitations in LibOVR, the size of the client | 
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area of the window must equal the resolution of the HMD. | 
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 | 
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If the resolution of the HMD is much larger than the regular monitor, the window | 
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may be resized by the window manager on creation.  One way to avoid this is to | 
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make it undecorated with the [GLFW_DECORATED](@ref window_hints_wnd) window | 
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hint. | 
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 | 
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 | 
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@subsection rift_direct_attach Attaching the window to the HMD | 
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 | 
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Once you have created the window and context, you need to attach the native | 
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handle of the GLFW window to the HMD. | 
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 | 
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@code | 
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ovrHmd_AttachToWindow(hmd, glfwGetWin32Window(window), NULL, NULL); | 
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@endcode | 
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 | 
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 | 
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@section rift_extend Extend Desktop mode | 
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 | 
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Extend desktop mode is a legacy display mode, but is still (January 2015) the | 
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only available mode on OS X and Linux, as well as on Windows machines that for | 
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technical reasons do not yet support direct HMD mode. | 
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 | 
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 | 
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@subsection rift_extend_detect Detecting a HMD with GLFW | 
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 | 
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If the HMD is in extend desktop mode you can deduce which GLFW monitor it | 
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corresponds to and create a full screen window on that monitor. | 
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 | 
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On Windows, the native display device name of a GLFW monitor corresponds to the | 
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display device name of the detected HMD as stored, in the `DisplayDeviceName` | 
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member of `ovrHmdDesc`. | 
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 | 
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On OS X, the native display ID of a GLFW monitor corresponds to the display ID | 
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of the detected HMD, as stored in the `DisplayId` member of `ovrHmdDesc`. | 
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 | 
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At the time of writing (January 2015), the Oculus SDK does not support detecting | 
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which monitor corresponds to the HMD in any sane fashion, but as long as the HMD | 
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is set up and rotated properly it can be found via the screen position and | 
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resolution provided by LibOVR.  This method may instead find another monitor | 
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that is mirroring the HMD, but this only matters if you intend to change its | 
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video mode. | 
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 | 
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@code | 
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int i, count; | 
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GLFWmonitor** monitors = glfwGetMonitors(&count); | 
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 | 
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for (i = 0;  i < count;  i++) | 
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{ | 
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#if defined(_WIN32) | 
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    if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0) | 
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        return monitors[i]; | 
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#elif defined(__APPLE__) | 
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    if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId) | 
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        return monitors[i]; | 
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#elif defined(__linux__) | 
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    int xpos, ypos; | 
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    const GLFWvidmode* mode = glfwGetVideoMode(monitors[i]); | 
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    glfwGetMonitorPos(monitors[i], &xpos, &ypos); | 
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 | 
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    if (hmd->WindowsPos.x == xpos && | 
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        hmd->WindowsPos.y == ypos && | 
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        hmd->Resolution.w == mode->width && | 
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        hmd->Resolution.h == mode->height) | 
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    { | 
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        return monitors[i]; | 
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    } | 
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#endif | 
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} | 
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@endcode | 
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 | 
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 | 
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@subsection rift_extend_create Creating a window and context | 
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 | 
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The window is created as a regular full screen window on the found monitor.  It | 
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is usually a good idea to create a | 
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[windowed full screen](@ref window_windowed_full_screen) window, as the HMD will | 
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very likely already be set to the correct video mode.  However, in extend | 
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desktop mode it behaves like a regular monitor and any supported video mode can | 
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be requested. | 
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 | 
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If other monitors are mirroring the HMD and you request a different video mode, | 
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all monitors in the mirroring set will get the new video mode. | 
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 | 
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 | 
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@section rift_render Rendering to the HMD | 
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 | 
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@subsection rift_render_sdk SDK distortion rendering | 
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 | 
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If you wish to use SDK distortion rendering you will need some information from | 
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GLFW to configure the renderer.  Below are the parts of the `ovrGLConfig` union | 
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that need to be filled with from GLFW.  Note that there are other fields that | 
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also need to be filled for `ovrHmd_ConfigureRendering` to succeed. | 
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 | 
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Before configuring SDK distortion rendering you should make your context | 
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current. | 
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 | 
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@code | 
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    int width, height; | 
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    union ovrGLConfig config; | 
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 | 
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    glfwGetFramebufferSize(window, &width, &height); | 
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 | 
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    config.OGL.Header.BackBufferSize.w = width; | 
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    config.OGL.Header.BackBufferSize.h = height; | 
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#if defined(_WIN32) | 
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    config.OGL.Window = glfwGetWin32Window(window); | 
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#elif defined(__APPLE__) | 
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#elif defined(__linux__) | 
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    config.OGL.Disp = glfwGetX11Display(); | 
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#endif | 
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@endcode | 
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 | 
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When using SDK distortion rendering you should not swap the buffers yourself, as | 
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the HMD is updated by `ovrHmd_EndFrame`. | 
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 | 
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 | 
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@subsection rift_render_custom Client distortion rendering | 
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 | 
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With client distortion rendering you are in full control of the contents of the | 
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HMD and should render and swap the buffers normally. | 
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 | 
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*/
 | 
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 |