Fix for Unity Demo as Web Cam Texture is 16x16 and The Demo Does Not Work
chris-o3h opened this issue · 1 comments
chris-o3h commented
The problem is that the web cam texture starts up with a resolution of 16x16 and the example code does not wait until the resolution is actually set. So the reader is looking at a tiny 16x16 portion of the data and will never "see" the image appropriately.
A quick fix to modify the demo:
void Update()
{
if (camTexture.width <= 16) return;
W = camTexture.width;
H = camTexture.height;
// ... and then the rest
micjahn commented
The actual version of the method "Update" is the following:
void Update()
{
if (c == null)
{
c = camTexture.GetPixels32();
}
// encode the last found
var textForEncoding = LastResult;
if (shouldEncodeNow &&
textForEncoding != null)
{
var color32 = Encode(textForEncoding, encoded.width, encoded.height);
encoded.SetPixels32(color32);
encoded.Apply();
shouldEncodeNow = false;
}
}
Perhaps it should be changed to this one here? What do you think?
void Update()
{
if (c == null)
{
c = camTexture.GetPixels32();
W = camTexture.width;
H = camTexture.height;
}
/// ... and the rest here like above
}