void RiftAppSkeleton::initGL() { for (std::vector<IScene*>::iterator it = m_scenes.begin(); it != m_scenes.end(); ++it) { IScene* pScene = *it; if (pScene != NULL) { pScene->initGL(); } } m_presentFbo.initProgram("presentfbo"); _initPresentFbo(); m_presentDistMeshL.initProgram("presentmesh"); m_presentDistMeshR.initProgram("presentmesh"); // Init the present mesh VAO *after* initVR, which creates the mesh // sensible initial value? allocateFBO(m_renderBuffer, 800, 600); m_fm.Init(); }