Closed lachlansleight closed 5 years ago
Update: If I understand correctly, just changing the MipLevels parameters of the Cursor and Monitor D3D11_Texture2D_DESC to zero should generate a full set of mip levels, that I could access in Unity by setting the MipMap input parameter of the Texture2D constructor to true?
But because I have never written a line of C++ in my life, I can't for the life of me get the plugin to recompile after making those changes. I get
'errorno_t strcpy_s(char *, std:rsize_t, cosnt char *)': cannot convert argument 3 from 'const WCHAR [32]' to 'const char *'
which, after about 2 hours of googling I can confidently say that I totally do not understand hehe
I'm very sorry for the late reply...
uDD cannot generate mipmap of the desktop texture because the MipLevels
of the texture provided from Windows Desktop Duplication API is 1
sadly.
I'm doing duplication of a 4K desktop texture and the aliasing is super-intense. Is it possible to generate mipmaps of the duplicated texture to cut down on artifacts?
I've done a bit of looking into it and it seems that this needs to be done at the native level, which I have precisely zero understanding of ðŸ˜
That said, if it's possible to do within Unity, or within the pixel shader , that would be swell (and probably doable on my end!)