void OnGUI() { // This function should do input injection (if enabled), and drawing. if (_player == null) { return; } Event e = Event.current; switch (e.type) { case EventType.Repaint: { //if (_player.GrabFrame (out sz,out components)) { if (_imageGrabed) { Resize((int)_grabbedSize.x, (int)_grabbedSize.y, _grabbedComponents, 0); if (m_Texture[0] == null) { Debug.LogError("The GstTexture does not have a texture assigned and will not paint."); } else { _player.BlitTexture(m_Texture [0].GetNativeTexturePtr(), m_Texture [0].width, m_Texture [0].height); } _imageGrabed = false; OnFrameCaptured(0); } break; } } }
void OnGUI() { // This function should do input injection (if enabled), and drawing. if (_player == null) { return; } Event e = Event.current; switch (e.type) { case EventType.Repaint: { Vector2 sz; if (_player.GrabFrame(out sz)) { Resize((int)sz.x, (int)sz.y); if (m_Texture == null) { Debug.LogError("The GstTexture does not have a texture assigned and will not paint."); } else { _player.BlitTexture(m_Texture.GetNativeTexturePtr(), m_Texture.width, m_Texture.height); } } break; } } }
// Update is called once per frame void Update() { if (_imageGrabed) { Resize((int)_grabbedSize.x, (int)_grabbedSize.y, _grabbedComponents, 0); if (m_Texture[0] == null) { Debug.LogError("The GstTexture does not have a texture assigned and will not paint."); } else { _player.BlitTexture(m_Texture[0].GetNativeTexturePtr(), m_Texture[0].width, m_Texture[0].height); } _imageGrabed = false; OnFrameCaptured(0); _triggerOnFrameBlitted(0); } }