home
products
contribute
download
documentation
forum
Home
Forums
New posts
Search forums
What's new
New posts
All posts
Latest activity
Members
Registered members
Current visitors
Donate
Log in
Register
What's new
Search
Search
Search titles only
By:
New posts
Search forums
Search titles only
By:
Menu
Log in
Register
Navigation
Install the app
Install
More options
Contact us
Close Menu
Forums
HTPC Projects
Hardware
Ambient Lighting System
AtmoHue - BETA - Philips Hue support for AtmoLight & AtmoWin
Contact us
RSS
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lightning303" data-source="post: 1112221" data-attributes="member: 97876"><p>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 [USER=17766]@Rick164[/USER] suggested.</p><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p><p></p><p></p><p></p><p></p><p>Im not following completly. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue :p" loading="lazy" data-shortname=":p" /></p><p>Can you give an example on what exactly you want to have within MP and what it should do.</p><p>So do you want an extra item in the context menu devoted to atmohue? and if yes what would you want to see there and what should these items do? Or do you mean something else?</p></blockquote><p></p>
[QUOTE="Lightning303, post: 1112221, member: 97876"] 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 [USER=17766]@Rick164[/USER] 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 :). Im not following completly. :P Can you give an example on what exactly you want to have within MP and what it should do. So do you want an extra item in the context menu devoted to atmohue? and if yes what would you want to see there and what should these items do? Or do you mean something else? [/QUOTE]
Insert quotes…
Verification
Post reply
Forums
HTPC Projects
Hardware
Ambient Lighting System
AtmoHue - BETA - Philips Hue support for AtmoLight & AtmoWin
Contact us
RSS
Top
Bottom