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Are there any plans to re-integrate screen capture lite to unity ? #158
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I need a good integration to unity as I dont use unity. There was a previous PR, but I felt it needed more work to make it generic and clean. |
Thats okay, Ill look into it (I also dont really use unity atall, but need to for a project) Btw, do you have any tip for making it faster for displaying the screen captured window in a 3d environment ? In the openGL example there are multiple "copies", first is the cpu to cpu copy (in ExtractAndConvertToRGBA) and the second is cpu to gpu copy (glTexSubImage2D), is it possible for me to directly from the underlying operating system to the GPU ? |
To my knowledge, there isnt a more efficient method. The data needs to be copied INTO a gltex. If the data is perfectly alligned you can probably do a single copy directly into the gl texture. There are issues of synchonization that i did not cover on the example, because you could be Displaying the image, but also writing to the underlying buffer at the same time. |
hey, sorry for the constant messaging, |
how do I actually get the image data in the c# example ? |
Just pulled down master at my work, built and ran it without issue. |
If you find a bug please post a PR |
I am actually really new to c# (for unity), so I donno if I am doing something wrong or if the c# bindings are incomplete, can you make an example where getting the image data is shown the c++ examples are really good and easy to follow
there is no way to get the imageSrc and GotoNextRow in the C# bindings, at least its not immediately obvious to me how I would achieve such a thing |
I've been integrated it into Unity3D successfully, but this does take me at least 3~6 months of work. |
I tried using screen capture lite with vulkan (as a demo) and it worked well, I wanna use this in unity, but the example folder for unity is empty, are there any plans for integrating (or re-integrating) it with unity ?
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