Comments (2)
Recorder.cs - http://wiki.unity3d.com/index.php/TextureScale
// Process the frame queue while (m_Frames.Count > 0) { RenderTexture source = m_Frames.Dequeue (); Texture2D target = temp; RenderTexture.active = source; target.ReadPixels(new Rect(0, 0, source.width, source.height), 0, 0); target.Apply(); RenderTexture.active = null; //TextureScale.Bilinear (target, adjWidth,adjHeight); //yield return new WaitForSeconds (0.05f); GifFrame frame = ToGifFrame(target); frames.Add(frame); yield return null; }
from moments.
mea culpa! target.Resize() at the end solved it
from moments.
Related Issues (20)
- OnRenderImage's unscaledDeltaTime usage is inaccurate
- Getting save status from main thread HOT 1
- Including UI in recordings? HOT 1
- Credits? HOT 1
- How to record Game View HOT 5
- Transparency HOT 1
- how to share recorded gif HOT 2
- not working on a phone HOT 3
- `Moments.Recorder.OnPreProcessingDone' is a `field' but a `method group' was expected
- Console Errors HOT 3
- MinDrawer script issue HOT 1
- MinAttribute is an ambiguous reference HOT 1
- Preview of Recorded GIF
- Demo does not work on 2020.2 HOT 1
- Error doing Setup() HOT 1
- Tiled GPU perf. warning: RenderTexture color surface (320x198) was not cleared/discarded, doing <run with profiler for info>
- Saving to iOS Photos - or a more easily accessible directory HOT 2
- How to record and save gif
- Recording just part of the screen HOT 3
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from moments.