Webcam and Blit
Simple problem... I want , in real-time, my webcam image in fullscreen in my project... the obvious solution would be to use Graphics.Blit ( webcamTexture, null as RenderTexture); as per the documentation however... such a simple line of code dosen't seem to do anything...
I'm not quite sure where the problems lies, looking for clues?
Right now, I'm using a quad whose position and rotation is deter$$anonymous$$ed by the camera and I render the webcam texture onto that quad. It's good enough for what I want except the webcam image isn't fullscreen ( dynamic modification of the quad size cause zoo$$anonymous$$g effects which i'd like to avoid).
Oh yeah, since GUIstuff act weirdly with the oculus rift , i'd like to avoid using any GUI-based solution, if possible.