Quick note . If you have a Unity / Android code that will play a h264 video , not a full video , at 30+ FPS on the Unity side and can share it, that would save me!
Description:
I have Unity Pro 4.3. The first simple approach is to create an array Color32 [1080 * 1920] and assign elements to values created using a mathematical function. The main target creates Texture2D and uses an array of colors for pixels and can update their frame to a frame with 30 + FPS. Here are my results so far:
Only the text side of Texture2D:
- The purpose of the texture is not a problem.
- Using Apply () is a big problem. This is necessary to actually update the texture.
- This is done at 0.5 FPS using a 1080 x 1920 texture. Of course, too slow.
Texture2D Between Unity and Android Side:
- I saw and tried to use Java Java OpenGL ES examples.
- It sounded, and still sounds like the best approach, if I can find a fix.
- I pass the "pointer / identifier" Texture2D to the Java side through the bridge.
- Attempting to use a "pointer / identifier" to update Texture2D on the Java side using:
glBindTexture(GL_TEXTURE_2D, texturePtr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, s_resolutionWidth, s_resolutionHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); - Using this "pointer / identifier", I can make numerous calls that say that all this should be legal on the Java side before and after GL calls.
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RenderTexture:
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- RenderTextures 1080 , 30 FPS.
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