Comments (9)
I read the similar issue of U3D plugin. Looks like something related with the UE4 plugin. :(
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I have been working on the DX11 examples a little while back for another project and found the same problem. It's a tricky one. Both UE4 and U3D use a DirectX11 texture created by the application. The Tutorial07 example copies the sender's shared texture directly (instead of by way of the OpenGL/DirectX interop) and uses that texture as a shader resource view. There are limitations for a shader resource view such as matching format. The first question is - in your own application are you using the received texture as a shader resource view? I will have to refresh my memory of the project work before I can suggest anything more.
from spout2.
Yes. Same as tutorial07.
from spout2.
I have uploaded a test executable for Tutorial07 for you to try with UE4 -
https://github.com/leadedge/Spout2/tree/beta/SPOUTSDK/Examples/DX11example/Binaries
If it works I will update the Spout SDK and SpoutDX class.
from spout2.
Sorry the new testing executable show black image. :(
from spout2.
At least it's different. I am not sure what I can do without any means to test and work with this. I will give it a little more thought.
from spout2.
Thanks for your kindly support. I will also update if I find any clue in UE4.
from spout2.
I think it's something to do with the creating the shader resource view, it seems to be something to do with formats, but there could be more to it.
A while back I had a similar problem with a DirectX 9 sender where the texture format was not compatible with another program. I made a bridging program which solved the problem. This might work for UE4 and get you going. Contact me by email for details.
from spout2.
For readers with a similar problem, contact me via email. There is a bridging program that allows a workaround. I have not been able to find the underlying cause but will keep it in mind.
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