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Can we safely use native texture pointers with multi-display?
Hi there,
My application happily uses native texture pointers (OpenGLCore, OpenGL2, D3D11 and D3D9) with single displays. However, when going multi-display (D3D11), Unity (5.6.1, 5.6.2) freezes as soon as my native plugin does its job of creating a texture and gives a pointer back to my Unity app for use ( Texture2D.CreateExternalTexture()
). I suspect an issue about contexts, but I can’t be sure.
Does the
Display.activate()
function create one context per screen, using D3D11?Same question for OpenGLCore.
Is there any way I can get more info about such a freeze?
[EDIT] Some precisions:
Indeed,
Texture2D.CreateExternalTexture()
crashes Unity (seen in debugger). I'm giving it a D3D11 texture (resource) pointer created with the device/context I had upon plugin event call (GL.IssuePluginEvent()
).Multiple displays are not supported under Windows OpenGLCore, a Unity error message said.
Any ideas?