yeah - that's what I ment.
public ITargets GetTarget(Target target)
{
lock (targetsLock)
{
foreach (var t in targets)
{
if (t.Name == target)
{
return t;
}
}
}
return null;
}
var hueTarget = coreObject.GetTarget(Target.Hue) as AtmoLight.Targets.HueHandler;
GUIDialogMenu dlg = (GUIDialogMenu)GUIWindowManager.GetWindow((int)GUIWindow.Window.WINDOW_DIALOG_MENU);
dlg.Reset();
dlg.SetHeading("AtmoLight");
dlg.Add(new GUIListItem("Item 1"));
dlg.Add(new GUIListItem("Item 2"));
dlg.Add(new GUIListItem("Item 3"));
dlg.SelectedLabel = 0;
dlg.DoModal(GUIWindowManager.ActiveWindow);
if (dlg.SelectedLabelText == "Item 1")
{
// do this
}
....
DSR should be automatically off on 4K displays yeah, it's one of those Nvidia features that is causing some issues in games as well.
Using the refresh rate changer as well but on an 1080P display (also GTX970 + latest drivers btw) and don't notice the error however I know that some 4K displays are slower with initially scaling up 1080P content as there's a lot of processing involved.
Tried an 4K LG display for a while which took about 2 seconds to apply the 24hz refresh rate so that could definitely be the problem but it doesn't happen all the time right?
You could try it a few times with different 24hz content and see if you can get it to reproduce the error every time , best to wait a few seconds in between to make sure the tv is completely back on 50/60hz.
Looks to me like for some reason you change the display while the refresh rate is changing. This probably results in the D3D device not beeing present, which then results in the error. As @Rick164 suggested.
I will make a version with a bit more debugging on that tomorrow, and we are right i should be able to add a test if D3D device is present, if not, skip the framegrab. However the result is the same. The error you see is pretty much just cosmetical in the logs. AtmoLight tries something, fails, and aborts its try. On the next frame it tries again. With a check for D3D device, it will just abort before trying. The error like it is also does not effect any other parts of AtmoLight or MP for that matter. Like i said, just cosmetic. Still, thanks for reporting it .
I agree .I know but errors always look quite bad even when they do not harm. Would be nice to have a version with some more debug code to have a clue why the error appears exactly. Thank you
I guess the first one should be fine, since you can still change this in your philips app.Got the code in but have one question about the functionality, there are 2 ways I could handle groups:
- No ability to add groups manually but use the Location as the Group name from the LEDs setup (less config options in UI - prefer this one)
- Ability to add group IDs and add existing LED IDs to it.
What do you guys think?
I'd say the first option would be pretty niceGot the code in but have one question about the functionality, there are 2 ways I could handle groups:
- No ability to add groups manually but use the Location as the Group name from the LEDs setup (less config options in UI - prefer this one)
- Ability to add group IDs and add existing LED IDs to it.
What do you guys think?