zzy

Results 23 comments of zzy

6. When exporting HTML and PDF, I have my own TOC so I don't need the default TOC which will also cause the PDF has an image of TOC button,...

I think I had found the solution: Change `white-space: pre` to `white-space: pre-wrap` See https://github.com/github/markup/issues/168 and https://stackoverflow.com/questions/38443545/how-to-display-code-blocks-with-word-wrap-and-line-number-with-jekyll-markdown-o

It would be great helpful to add options to let users could change the css in `previewTheme` from `white-space: pre` to `white-space: pre-wrap`.

> Could you please tell me the relevant code you're using to input data into the CalculatorGraph? (e.g. copy from `WebCamTexture` to `TextureFrame`, give it to the `CalculatorGraph`, etc...) In...

After digging more about it, member function `CreateSyncToken` might be more suitable for this usage, since `CreateSyncTokenForCurrentExternalContext` won't switch context when creating Glsync.

I currently use [GlContext::CreateSyncToken()](https://github.com/google/mediapipe/blob/6f1b21dc274d5b7d6d6fa7515904dade86a01bf4/mediapipe/gpu/gl_context.h#L196) and [void GlTextureBuffer::Updated(std::shared_ptr)](https://github.com/google/mediapipe/blob/6f1b21dc274d5b7d6d6fa7515904dade86a01bf4/mediapipe/gpu/gl_texture_buffer.h#L130) to set the sync point, but it's more complex than I think before using it. 1. Graphics api calls only happens on rendering...

Finally, I managed to make it working. 1. I use this implementation to insert sync point: ```C++ MpReturnCode mp_GlTextureBuffer__InsertProducerSyncPoint(mediapipe::GlTextureBuffer* gl_texture_buffer) { TRY_ALL const auto& producerContext = gl_texture_buffer->GetProducerContext(); if (producerContext) {...

> By the way, does it run faster when calling [`AddPacketToInputStream`](https://github.com/homuler/MediaPipeUnityPlugin/blob/9e2d60132659ad7c24cc7442a02c5de63d37975a/Packages/com.github.homuler.mediapipe/Runtime/Scripts/Framework/CalculatorGraph.cs#L161) from the callback of `AsyncGPUReadBack` ? > > https://github.com/homuler/MediaPipeUnityPlugin/blob/9e2d60132659ad7c24cc7442a02c5de63d37975a/Packages/com.github.homuler.mediapipe/Runtime/Scripts/Unity/Experimental/TextureFrame.cs#L130 I think no, I have tested not set the sync...

I got your point, async readback is sure a better way to reduce MainThread blocks in the existing GPU method(requires a readback).

After profiled the GPU render stage, my device will use around 30ms to finish compute shader for pose landmark, so it might has no way to reduce latency unless use...