"ioan" wrote:
We need some kind of soft Roku simulator, a VM or something to be able to test our channels when we don't have a TV available... I do most of my pet projects work at the office, and I don't have a TV here.
To really get any geek work done you need a stupid day job.
"GandK-Geoff" wrote:
While I would *love* to have a simulator, for this particular case (not having a TV in my home office) I found it useful to just get a 1920x1080 monitor that had an HDMI input for the Roku as well as DVI for my PC.
"GandK-Geoff" wrote:
While I would *love* to have a simulator, for this particular case (not having a TV in my home office) I found it useful to just get a 1920x1080 monitor that had an HDMI input for the Roku as well as DVI for my PC. Then just switching inputs gets you most of the way there, especially if you have a secondary monitor for the PC you can use for watching the Roku debug console.
Now what I *really* want is the ability to get a digital screenshot or video (not sampled off the analog outs, the real deal) of my own channels in action. I wouldn't even mind if it only worked when the active channel had been sideloaded.
"ioan" wrote:
We need some kind of soft Roku simulator, a VM or something to be able to test our channels when we don't have a TV available... I do most of my pet projects work at the office, and I don't have a TV here. To really get any geek work done you need a stupid day job.
"GandK-Geoff" wrote:
Now what I *really* want is the ability to get a digital screenshot or video (not sampled off the analog outs, the real deal) of my own channels in action. I wouldn't even mind if it only worked when the active channel had been sideloaded.
"retrotom" wrote:
I think that being able to get a screenshot from the app would be nice. If, at the SDK level, you could get read-only access to the current frame buffer, then we could write our own "uploaded screenshot to server" feature or something.
"TheEndless" wrote:
Not to mention being able to capture alpha blended regions of a canvas for re-display post blend, so you wouldn't have to take the blending performance hit every time you redraw the screen... (reading back over that sentence, I'm not sure if it makes sense, but at least I know what I'm trying to say :P)