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.
1. Does the `Display.activate()` function create one context per screen, using D3D11?
2. Same question for OpenGLCore.
3. 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?
↧