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Multiple VideoTextures on Air for Android

Explorer ,
Sep 24, 2018 Sep 24, 2018

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Has anyone had any success using multiple Videotextures on Air for Android?

According to the Air release notes, one should be able to create up to 4 concurrent videotextures. While I can run a single instance of a videotexture, if I try to start up a second concurrent videotexture I get the following: Error #3672: Buffer creation failed. Internal error. I have tested both on an Arm-based Kit Kat tablet as well as an Android x86 Intel box running Nougat.

I should note that I have no issue running 4 concurrent instances on Air for Windows desktop. Also, I have run tests both within the Starling framework as well as using lower level context3D operations and the results are the same.

Thanks kindly!

Josh

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Explorer ,
Oct 01, 2018 Oct 01, 2018

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I've been testing multiple scenarios and have concluded that this must be a bug. I have filled the following case with Tracker:

Tracker

If anyone thinks I am mistaken, please let me know. Alternatively, if you've run across the same issue, please vote on my case.

Thanks!

Josh

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Adobe Employee ,
Oct 04, 2018 Oct 04, 2018

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Hi,

Thank you for your query!

Only 1 Stage 3D instance is allowed on mobile as of now. Hence, adding multiple VideoTextures is not allowed.

Thanks!

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Explorer ,
Oct 04, 2018 Oct 04, 2018

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According to the documentation the videotextures are created by the context3D itself. As per the article Video Texture on AIR for Desktop and Mobile | Adobe Developer Connection in the section on videotexture limitations it states that the "Total available VideoTexture object in context3d is 4."

In all the release notes on the feature there has never been a mention of a different limitation for mobile. Yes, if you requests more than 4 video textures from the context3D, then you will get a #3691 error "Resource limit for this resource type exceeded" --- however, this does not happen on mobile if you request less than the 4 textures. Surely if the limit of 1 were by design on mobile, the runtime would throw the error upon requesting a second texture. This does not happen.

Can you point to written documentation where it specifies that the limit is 1 videotexture for mobile? If that exists, then I will change my bug case to indicate that the #3691 error is not properly being thrown.

Thanks for the help!

Josh

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