schellingb / UnityCapture

Streams Unity rendered output to other Windows applications as virtual capture device
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Frame clears immediately when timeout set to zero #18

Open graphemecluster opened 3 years ago

graphemecluster commented 3 years ago

In README.md, you said

'Timeout': Sets how many milliseconds to wait for a new frame until sending is considered to be stopped If rendering every frame this can be very low. Default is 1000 to allow stalls due to loading, etc. When set to 0 the image will stay up even when Unity is ended (until the receiving application also ends).

Unfortunately, setting the value to zero immediately clears the the image.

graphemecluster commented 3 years ago

By the way, I wonder that why there isn't a SharedImageMemory::MIRRORMODE_VERTICALLY (and also SharedImageMemory::MIRRORMODE_BOTH).