![]() In a second plugin I have this: static std::vector emptyPixelsAlpha(height * width, 0) Where textureID is a pointer to a texture passed by Unity, and framebuffer->buff is the bytearray of the image I want to put in it. GlTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, videoWidth, videoHeight, glPixFormat, glPixType, frameBuffer->buff) ![]() In one plugin I have this: glBindTexture(GL_TEXTURE_2D, textureID) ![]() Unfortunately, it is not working correctly anymore. When I started off I used OpenGLES2 to maximize device reach but recently I decided I wanted to try moving up to OpenGLES3, so I included the gl3 headers instead of the gl2 headers, built, and switched Graphics API on Unity to OpenGLES3. So I have a Unit圓D plugin written in c++ and compiled for Android.
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