OPENGL and openvr render 2D images

Hi,

I am new to openGL and openVR. I started with example opengl_hellow from openvr.

My question is how to render to VR basic 2D images. I decode and get video frames and was able to render them but left and right eyes see two little separated frames (same frame).

Here is my code and I would master drawing :


        RenderStereoTargets();
        vr::Texture_t rightEyeTexture = { (void*)(uintptr_t)rightEyeDesc.m_nResolveTextureId, vr::TextureType_OpenGL, vr::ColorSpace_Gamma };
        vr::VRCompositor()->Submit(vr::Eye_Right, &rightEyeTexture,  NULL, vr::Submit_Default);
        //leftEyeDesc.m_nResolveTextureId = m_iTexture;
        vr::Texture_t leftEyeTexture = { (void*)(uintptr_t)leftEyeDesc.m_nResolveTextureId, vr::TextureType_OpenGL, vr::ColorSpace_Gamma };
        vr::VRCompositor()->Submit(vr::Eye_Left, &leftEyeTexture,  NULL, vr::Submit_Default);

Here is the renderStereoTargets():


void OpenvrRenderer::RenderStereoTargets()
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glEnable(GL_MULTISAMPLE);

    // Left Eye
    glBindFramebuffer(GL_FRAMEBUFFER, leftEyeDesc.m_nRenderFramebufferId);
    glViewport(0, 0, m_nRenderWidth, m_nRenderHeight);
    RenderScene(vr::Eye_Left);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    glDisable(GL_MULTISAMPLE);

    glBindFramebuffer(GL_READ_FRAMEBUFFER, leftEyeDesc.m_nRenderFramebufferId);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, leftEyeDesc.m_nResolveFramebufferId);

    glBlitFramebuffer(0, 0, m_nRenderWidth, m_nRenderHeight, 0, 0, m_nRenderWidth, m_nRenderHeight,
        GL_COLOR_BUFFER_BIT,
        GL_LINEAR);

    glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

    glEnable(GL_MULTISAMPLE);

    // Right Eye
    glBindFramebuffer(GL_FRAMEBUFFER, rightEyeDesc.m_nRenderFramebufferId);
    glViewport(0, 0, m_nRenderWidth, m_nRenderHeight);
    RenderScene(vr::Eye_Right);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    glDisable(GL_MULTISAMPLE);
    glBindFramebuffer(GL_READ_FRAMEBUFFER, rightEyeDesc.m_nRenderFramebufferId);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rightEyeDesc.m_nResolveFramebufferId);

    glBlitFramebuffer(0, 0, m_nRenderWidth, m_nRenderHeight, 0, 0, m_nRenderWidth, m_nRenderHeight,
        GL_COLOR_BUFFER_BIT,
        GL_LINEAR);

    glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

}

and my renderScene()


void OpenvrRenderer::RenderScene(vr::Hmd_Eye nEye)
{
             glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
           glEnable(GL_DEPTH_TEST);

    
        glUseProgram(m_unSceneProgramID);
        //glUniformMatrix4fv(m_nSceneMatrixLocation, 1, GL_FALSE, GetCurrentViewProjectionMatrix(nEye).get());
        glBindTexture(GL_TEXTURE_2D, m_iTexture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glDrawArrays(GL_TRIANGLES, 0, 15);

    }

thank you