GitKindoSaurProductionsHub / Webcam4Godot

A barebones workaround app that allows a live camera feed to be shown inside of Godot
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USB Camera giving error inside Godot #2

Open southpaw-decoy opened 4 months ago

southpaw-decoy commented 4 months ago

Using a USB camera, the WebcamApp work with a test image, but once I connect to the Godot project, the test recording goes blank, it does not show the texture inside Godot, and Godot 4.2.2 gives the following errors :

E 0:00:13:0325 NativeCalls.cs:4865 @ int Godot.NativeCalls.godot_icall_1_550(nint, nint, System.Byte[]): Condition "err" is true. Returning: Ref() <C++ Source> modules/jpg/image_loader_jpegd.cpp:132 @ _jpegd_mem_loader_func()

NativeCalls.cs:4865 @ int Godot.NativeCalls.godot_icall_1_550(nint, nint, System.Byte[]) Image.cs:1099 @ Godot.Error Godot.Image.LoadJpgFromBuffer(System.Byte[]) GodotTCPServer.cs:66 @ void GodotTCPServer.ProcessClientRequest(System.Net.Sockets.TcpClient) GodotTCPServer.cs:31 @ void GodotTCPServer+d__6.MoveNext() :0 @ void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object) :0 @ void System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1+AsyncStateMachineBox`1.MoveNext(System.Threading.Thread) GodotSynchronizationContext.cs:51 @ void Godot.GodotSynchronizationContext.ExecutePendingContinuations() GodotTaskScheduler.cs:76 @ void Godot.GodotTaskScheduler.Activate() ScriptManagerBridge.cs:82 @ void Godot.Bridge.ScriptManagerBridge.FrameCallback() ** E 0:00:13:0325 NativeCalls.cs:4865 @ int Godot.NativeCalls.godot_icall_1_550(nint, nint, System.Byte[]): Condition "!image.is_valid()" is true. Returning: ERR_PARSE_ERROR core/io/image.cpp:3926 @ _load_from_buffer() NativeCalls.cs:4865 @ int Godot.NativeCalls.godot_icall_1_550(nint, nint, System.Byte[]) Image.cs:1099 @ Godot.Error Godot.Image.LoadJpgFromBuffer(System.Byte[]) GodotTCPServer.cs:66 @ void GodotTCPServer.ProcessClientRequest(System.Net.Sockets.TcpClient) GodotTCPServer.cs:31 @ void GodotTCPServer+d__6.MoveNext() :0 @ void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object) :0 @ void System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1+AsyncStateMachineBox`1.MoveNext(System.Threading.Thread) GodotSynchronizationContext.cs:51 @ void Godot.GodotSynchronizationContext.ExecutePendingContinuations() GodotTaskScheduler.cs:76 @ void Godot.GodotTaskScheduler.Activate() ScriptManagerBridge.cs:82 @ void Godot.Bridge.ScriptManagerBridge.FrameCallback() ** E 0:00:13:0326 NativeCalls.cs:441 @ void Godot.NativeCalls.godot_icall_1_50(nint, nint, nint): Invalid image Condition "p_image.is_null() || p_image->is_empty()" is true. scene/resources/image_texture.cpp:86 @ set_image() NativeCalls.cs:441 @ void Godot.NativeCalls.godot_icall_1_50(nint, nint, nint) ImageTexture.cs:81 @ void Godot.ImageTexture.SetImage(Godot.Image) GodotTCPServer.cs:68 @ void GodotTCPServer.ProcessClientRequest(System.Net.Sockets.TcpClient) GodotTCPServer.cs:31 @ void GodotTCPServer+d__6.MoveNext() :0 @ void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object) :0 @ void System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1+AsyncStateMachineBox`1.MoveNext(System.Threading.Thread) GodotSynchronizationContext.cs:51 @ void Godot.GodotSynchronizationContext.ExecutePendingContinuations() GodotTaskScheduler.cs:76 @ void Godot.GodotTaskScheduler.Activate() ScriptManagerBridge.cs:82 @ void Godot.Bridge.ScriptManagerBridge.FrameCallback()
infohub-gather commented 3 months ago

Same problem here. Not well versed in C# , probably there is no image to capture and the bridge is no longer working.