D3DShot
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get_latest_frame() returns None
I think d.get_latest_frame()
doesn't waits for the frame buffer to populate after d.capture()
is called.
While manually waiting for that resolves the issue:
Just curious if the checks have intentionally been ignored considering performance....
Your implementation is near to be correct :-).
ret = d.caputre()
time.sleep(0.1)
while True:
d.get_latest_frame()
Try this implementation. The capture while be greater. I do not search more about that but I just think that d.capture() need some time before initialization.