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Frame clears immediately when timeout set to zero #18

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graphemecluster opened this issue Apr 19, 2021 · 1 comment
Open

Frame clears immediately when timeout set to zero #18

graphemecluster opened this issue Apr 19, 2021 · 1 comment

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

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