Brian Chasalow

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Viewing 20 posts - 41 through 60 (of 84 total)
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  • in reply to: Unity output is dark? #4884
    Brian Chasalow
    Participant

    you don’t drag the icon over to the other screen- you drag the unity app window to the 2nd screen, and then run it. cmd + f should toggle fullscreen, also. not sure about the lighting thing though… are you using the uh, very latest version that just came out, 3.4.1? or 3.4.0? i haven’t tested 3.4.1 yet.

    in reply to: film effects #4265
    Brian Chasalow
    Participant

    did you really feel the need to post a second time in a new thread?

    in reply to: Unity output is dark? #4882
    Brian Chasalow
    Participant

    well, this is curious. the syphon output plugin actually ignores any materials- it is simply blitting to a texture, and uses a ‘safe’ material that is script-generated to handle the ignoring-lighting bit. not sure what would cause this. what version of unity you using?

    on that note, i would make sure that your ‘safe’ material is getting generated/called properly…

    in reply to: Syphon video input device #4870
    Brian Chasalow
    Participant

    i’ve tried this before and determined that syphon does not support church environments

    in reply to: some help with Unity implementation #4843
    Brian Chasalow
    Participant

    have no idea. is it possible you’re running different version of syphon framework in the latest Unity implementation than what vdmx uses internally? not sure what they’re using. vade/bangnoise would have a better idea on that end.

    in reply to: GPU recommendations? #4248
    Brian Chasalow
    Participant

    this looks cool: http://www.amazon.com/gp/product/B004IF6I1S/ref=as_li_ss_tl?ie=UTF8&tag=tonymacx86com-20

    afaik it ‘just works’ on a hackintosh, havent tried it tho.

    in reply to: some help with Unity implementation #4837
    Brian Chasalow
    Participant

    first thing- does the unity server show up properly in simple client or syphon recorder ?

    also, what version of unity are you using? are you using a built app or just in the editor?
    can i see a screenshot of what you’re doing in b8?

    in reply to: Syphon Recorder Audio problem #4782
    Brian Chasalow
    Participant

    BOOM

    in reply to: float textures, cpu buffer support #5189
    Brian Chasalow
    Participant

    awesome. thanks tom. will take a look at it in a bit. B

    in reply to: float textures, cpu buffer support #5185
    Brian Chasalow
    Participant

    oo, interesting! Will poke at float textures in a bit. do you have an example of FBO -> PBO readback that I could take a peek at / hack apart? can go to email if necessary. thanks!
    B

    in reply to: VDMX fullscreen lag #4814
    Brian Chasalow
    Participant

    Just as confirmation- the Unity plugin is indeed setup to serve using the app’s resolution, so if for instance you start your Unity app at 1024 x 768 in a window, set everything in VDMX to that and go from there.

    in reply to: VDMX fullscreen lag #4810
    Brian Chasalow
    Participant

    I am curious about this being a Unity programmer and and having just myself toured with VDMX for the past several months, esp regarding performance-testing on the new macbook pros.

    One thing I would try if i were you: test to see if the unity application itself is lagging itself when you fullscreen VDMX. Try to fullscreen vdmx on an external monitor, and watch the Unity application (hopefully a somewhat basic scene) itself on another monitor. if the unity application appears to lag, remove the syphon server script in unity, rebuild, and test again. I’m curious to see if unity’s ‘run in background’ support is not quite 100%, aside from any Syphon-specific issues.

    in reply to: Two camera syphon in Unity? #4816
    Brian Chasalow
    Participant

    this is possible, and i’ve done it before, but i don’t have an example offhand of how to do this as this particular code is part of a larger project I’m working on. If I get time maybe I can separate it from the larger whole. it’s also unfortunately a little more complicated as you would have to change the plugin to support multiple servers.

    To support multiple servers: you would write an obj-c method that initializes the server, taking in a string name in Start(). that method would return the instance as a void pointer, (IntPtr in C#), back to unity, so that you could keep track of your multiple instances as IntPtr references.

    Once you have multiple syphon servers created, you just need to send your NativeTextureIDs + the IntPtrs (server instances) back to the plugin to publish the servers.
    good luck!
    Brian

    in reply to: Camera bug in Unity Syphon plugin #4760
    Brian Chasalow
    Participant

    this is now fixed- download the latest revision from the SVN to properly view the demo scene. let me apologize for that- it’s totally my fault and the bug had probably existed for some time, i didn’t enable the .meta flag for SVN support.

    in reply to: Camera bug in Unity Syphon plugin #4759
    Brian Chasalow
    Participant

    k looking at fixing that, thanks for reporting it.
    brian

    in reply to: ParticleView, wondertouch particle illusion #5175
    Brian Chasalow
    Participant

    you could use SyphonScreenCapture to capture ParticleView and send it to vdmx, but that seems like your only option as ParticleView is apparently not open source.

    in reply to: Camera bug in Unity Syphon plugin #4756
    Brian Chasalow
    Participant

    Please describe your remaining issues in more detail so I can pinpoint the problem. I may need to check a flag in the .unity file to turn on svn versioning so the example can work more smoothly, I dont recall if I set that

    in reply to: Camera bug in Unity Syphon plugin #4753
    Brian Chasalow
    Participant

    a fix for this i believe has been uploaded to the SVN. check it out and see if it works.

    in reply to: Camera bug in Unity Syphon plugin #4752
    Brian Chasalow
    Participant

    that bug is halfway-unsolved, but I have a temporary workaround completed I’ve yet to post as it’s a bit of a pain in the ass. Next time I update the repo it will have the fix for that up there. The bug relates to shared renderqueues between objects at the point in time it’s grabbing the FBO.

    in reply to: multiple server #4749
    Brian Chasalow
    Participant

    I understand you’re talking about Unity- Yes. it’s a bit more difficult, but basically, you render a second camera to a renderTexture and do something like camera.targetTexture = myRT, and then pass that rendertexture’s nativetextureid to the plugin.

Viewing 20 posts - 41 through 60 (of 84 total)