larsjessen

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  • in reply to: VDMX fullscreen lag #4811
    larsjessen
    Participant

    Thank you for the suggestions. I have done some more testing today, and I can’t seem to reproduce the lag that I was experiencing the other day. Now it works just as well fullscreen as non fullscreen. Maybe it was because I had more processes running…

    I am still having problems with the black borders when I go fullscreen. I have tried to match the canvas resolution with the unity app resolution with the actual full screen resolution of the screen, but without any luck. It also seems like the graphics are scaled up, so I get quite a grainy image when I go full screen. I wonder if there are some settings in the Quartz Composer syphon plugin that I should tweak?

    in reply to: VDMX fullscreen lag #4807
    larsjessen
    Participant

    I am working on one of the new MacBook Pros with two graphics cards: a Radeon HD 6750M and the intel, but I am using the Radeon. For testing I have just tried to run it full screen on the laptop display (but for the final setup I will have a projector connected as the primary monitor to run the full screen).

    I don’t see the black boarder in the Simple Client – only in VDMX.

    in reply to: Camera bug in Unity Syphon plugin #4758
    larsjessen
    Participant

    When I open the project I get the message “Rebuilding Library because the asset database could not be found!”. All the references in the example scene are missing, so script references and shader references are missing. I tested it on two machines and have the same problem on both.

    in reply to: Camera bug in Unity Syphon plugin #4755
    larsjessen
    Participant

    Sorry – it was a bit late last night and apparently I wasn’t using the new version after all. The new version does solve my shadow problems 🙂

    However, I still have problems with the Unity Example project.

    in reply to: Camera bug in Unity Syphon plugin #4754
    larsjessen
    Participant

    I have just been banging my head against the wall to get shadows working properly using point lights and the Deferred rendering path

    I found a very weird work around. If I put an object in the scene with the shader Transparent/Diffuse, the other objects (with normal diffuse shaders) now cast shadows as they should. Is this in line with the bug described above – or is this a different issue?

    Up until now I have been using the previous Unity Bundle, but it is the same case with the new version. Also, the new Unity Example project is broken – I get this message: “Rebuilding Library because the asset database could not be found!” when I open the project and none of the shaders are compiled properly etc. Do you know if anyone has had similar problems?

    Does the fix uploaded to the SVN solve the shadow issues as well?

    /lars

Viewing 5 posts - 1 through 5 (of 5 total)