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To Reproduce
Steps to reproduce the behavior:
0. Setup a scene with a DecklinkInput and ApplyToMaterial prefab;
Go to FormatConverted.cs;
Locate RecreateConvertedTexture() method;
Add to the texture configs texture.useMipMap = true; and texture.autoGenerateMips = true;
Go in Play and observe the Issue: the texture is black.
On a second note not related to the issue; To display 4 concurrent input, is the right procedure to create 4 instances of DeckLinkInput(each with its own index) and 4 ApplyToMaterial?
Thanks
The text was updated successfully, but these errors were encountered:
As a workaround, at the moment, I'm blitting the OutputTexture into a Render Texture applied directly to the material. Pls let me know if there are updates, or better workarounds.
Yes, your blitting workaround is the only way to do this. Changing the texture settings as you did previous will not work as the external texture is not a RenderTexture. Improving native mip-map support is something that is on our roadmap. Effectively we would just have to replicate what you're doing, but internally.
I will change this to an enhancement and leave this open until we have implemented the solution.
Thanks for bringing this to our attention - mipmap's are certainly very useful in many cases.
Hi there,
trying out the trial version of the plugin, when mipmaps is enabled on the created render texture, the input image is not coming thorught.
Setup
To Reproduce
Steps to reproduce the behavior:
0. Setup a scene with a DecklinkInput and ApplyToMaterial prefab;
On a second note not related to the issue; To display 4 concurrent input, is the right procedure to create 4 instances of DeckLinkInput(each with its own index) and 4 ApplyToMaterial?
Thanks
The text was updated successfully, but these errors were encountered: