void initGl() {
        RiftGlfwApp::initGl();
        glDisable(GL_BLEND);
        glDisable(GL_DEPTH_TEST);
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

        quadGeometry = GlUtils::getQuadGeometry();

        // Generate the lookup textures and load the scene textures
        for_each_eye([&](StereoEye eye) {
            GlUtils::getImageAsTexture(sceneTextures[eye], SCENE_IMAGES[eye]);
            createLookupTexture(lookupTextures[eye], eye);
        });
    }
  void initGl() {
    RiftGlfwApp::initGl();
    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

    quadGeometry = GlUtils::getQuadGeometry();

    // Generate the lookup textures and load the scene textures
    for (int eyeIndex = 0; eyeIndex < 2; ++eyeIndex) {
      GlUtils::getImageAsTexture(sceneTextures[eyeIndex], SCENE_IMAGES[eyeIndex]);
      createLookupTexture(lookupTextures[eyeIndex], eyeIndex);
    }
  }