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GetFrameTimings not works in c#? #1001
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I noticed this as well, so I just went with grabbing the frame timing very often instead, as I'm doing live frame timing analysis. It's a while since I looked at this, I think loading timings worked if I only asked for 1-2 frames, which made it kind of pointless, if I actually remember it correctly. |
That function is missing the proper mark up to have it export properly in the C# bindings. Here's what you can do to change this locally until we get a new version of the SDK updated with the fix.
Then you just call like:
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Should be fixed in the next SDK update. Thanks! |
Thanks for replying here @aleiby, this got me to post about something else in the C# header I've been thinking about for a long time now 😅 I have a few other things regarding the header as well that I'll try to post eventually, need to do some more testing first though. |
General: * Added new, more specific error messages for many compositor startup failures. * Fix for IVRCompositor.GetFrameTimings C# binding (#1001) Event and Overlay changes: * Scroll events have been split into two types. The first, VREvent_ScrollDiscrete, is meant for applications that are tuned to accept primarily detented mousewheel events, which replaces the previous VREvent_Scroll event. The second, VREvent_ScrollSmooth, is for applications that are tuned for more touchscreen-like, analog scrolling. * VROverlayFlags have been updated to allow overlays to indicate their preferred scroll event type. The VROverlayFlags_SendVRDiscreteScrollEvents flag renames the VROverlayFlags_SendVRScrollEvents flag, and the overlay will receive VREvent_ScrollDiscrete events when this flag is set. The VROverlayFlags_SendVRSmoothScrollEvents flag is added, and the overlay's owning application will receive VREvent_ScrollSmooth events when this flag is set. * VREvent_Input_BindingsUpdated is sent when a user has updated controller bindings using the system input binding UI. IVRIOBuffer: * Adds ability for writers to detect if an IOBuffer has readers (IVRIOBuffer::HasReaders), to avoid potentially expensive writing work [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 4924548]
General: * Added new, more specific error messages for many compositor startup failures. * Fix for IVRCompositor.GetFrameTimings C# binding (#1001) * Added VRNotifications and VRIOBuffer C# accessors. Event and Overlay changes: * Scroll events have been split into two types. The first, VREvent_ScrollDiscrete, is meant for applications that are tuned to accept primarily detented mousewheel events, which replaces the previous VREvent_Scroll event. The second, VREvent_ScrollSmooth, is for applications that are tuned for more touchscreen-like, analog scrolling. * VROverlayFlags have been updated to allow overlays to indicate their preferred scroll event type. The VROverlayFlags_SendVRDiscreteScrollEvents flag renames the VROverlayFlags_SendVRScrollEvents flag, and the overlay will receive VREvent_ScrollDiscrete events when this flag is set. The VROverlayFlags_SendVRSmoothScrollEvents flag is added, and the overlay's owning application will receive VREvent_ScrollSmooth events when this flag is set. * VREvent_Input_BindingsUpdated is sent when a user has updated controller bindings using the system input binding UI. IVRIOBuffer: * Adds ability for writers to detect if an IOBuffer has readers (IVRIOBuffer::HasReaders), to avoid potentially expensive writing work [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 4926575]
@aleiby I finally got to updating my implementation, I'm providing an array Could it be that the array reference is replaced while not passed as reference? I tried adding the key word but no difference on my end, so not sure. Did make a fiddle to check my sanity. |
GetFrameTiming works fine. (it ok, but it is not optimal way if you need get many Compositor_FrameTiming)
But GetFrameTimings brings to crashes (System.AccessViolationException).
May be I'm doing something wrong?
Here is code:
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