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How to turn on deinterlace using OpenGL #1058

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lion4509 opened this issue Sep 9, 2019 · 0 comments
Open

How to turn on deinterlace using OpenGL #1058

lion4509 opened this issue Sep 9, 2019 · 0 comments

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@lion4509
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lion4509 commented Sep 9, 2019

SPECIFIC ISSUE ENCOUNTERED

Rendering using OpenGL results in an interlace issue, but not with Surface. Is there any way to enable deinterlace using OpenGL?

HARDWARE/SOFTWARE VERSIONS

  • Unity: 2018.2.11f1
  • Google VR SDK for Unity: GVR SDK for Unity v1.200.1
  • Device manufacturer, model, and O/S: Pico 4K, Android 8.0
  • Device fingerprint: Pico/A7910_KT/PICOA7910:8.1.0/OPM1.171019.026/eng.scmbui.20190830.194941:eng/test-keys
  • Device display metrics: mBaseDisplayInfo=DisplayInfo{"기본으로 제공되는 화면", uniqueId "local:0", app 2160 x 3840, real 2160 x 3840, largest app 2160 x 3840, smallest app 2160 x 3840, mode 1, defaultMode 1, modes [{id=1, width=2160, height=3840, fps=75.0}], colorMode 0, supportedColorModes [0], hdrCapabilities android.view.Display$HdrCapabilities@1d6308, rotation 0, density 720 (818.865 x 819.63) dpi, layerStack 0, appVsyncOff 1000000, presDeadline 13333333, type BUILT_IN, state OFF, FLAG_SECURE, FLAG_SUPPORTS_PROTECTED_BUFFERS, removeMode 0}
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