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MediaPortal 1
Area 51 - Testing Area
madVR support in MP1
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<blockquote data-quote="Sebastiii" data-source="post: 1181750" data-attributes="member: 60104"><p>Thanks for the feedback <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>I have try to do something for TV Guide but no clue for now.</p><p></p><p>There is one comment in MP code from Tourettes and if we can fix that maybe it will be better : </p><p></p><p>[SPOILER="MP code"]</p><p>[code=csharp]public static bool Render(float timePassed, GUILayers layers)</p><p> {</p><p> bool uiVisible = false;</p><p></p><p> if (GUIGraphicsContext.BlankScreen)</p><p> {</p><p> return uiVisible;</p><p> }</p><p> int videoLayer = (int)LayerType.Video;</p><p> if (GUIGraphicsContext.ShowBackground == false)</p><p> {</p><p> if (_layers[videoLayer] != null)</p><p> {</p><p> if (_layers[videoLayer].ShouldRenderLayer())</p><p> {</p><p> _layers[videoLayer].RenderLayer(timePassed);</p><p> GUIFontManager.Present();</p><p> }</p><p> }</p><p> }</p><p></p><p> int startLayer = 0;</p><p> int endLayer = MAX_LAYERS;</p><p></p><p> if (layers == GUILayers.under)</p><p> endLayer = videoLayer - 1;</p><p> else if (layers == GUILayers.over)</p><p> startLayer = videoLayer + 1;</p><p></p><p> for (int i = startLayer; i < endLayer; ++i)</p><p> {</p><p> if (_layers[i] != null)</p><p> {</p><p> if (_layers[i].ShouldRenderLayer())</p><p> {</p><p> if (GUIGraphicsContext.ShowBackground == false && i == videoLayer)</p><p> {</p><p> continue;</p><p> }</p><p> _layers[i].RenderLayer(timePassed);</p><p> GUIFontManager.Present();</p><p></p><p> // Currently Osd and Topbar2 layers are always reporting that they should be renderred.</p><p> // It is not 100% clear why that is done (probably just a bug fix done horribly wrong).</p><p> // As a side effet madVR won't be able to use low latency rendering path to make UI</p><p> // more fluid when top bar or video OSD is accessed.</p><p> //</p><p> // TODO: find out why the ugly workaround(?) has been introduced in the past.</p><p> if (videoLayer != i && i != (int)LayerType.Osd && i != (int)LayerType.Topbar2)</p><p> {</p><p> uiVisible = true;</p><p> }</p><p> }</p><p> }</p><p> }</p><p></p><p> return uiVisible;</p><p> }[/code]</p><p>[/SPOILER]</p><p></p><p>So this one :</p></blockquote><p></p>
[QUOTE="Sebastiii, post: 1181750, member: 60104"] Thanks for the feedback :) I have try to do something for TV Guide but no clue for now. There is one comment in MP code from Tourettes and if we can fix that maybe it will be better : [SPOILER="MP code"] [code=csharp]public static bool Render(float timePassed, GUILayers layers) { bool uiVisible = false; if (GUIGraphicsContext.BlankScreen) { return uiVisible; } int videoLayer = (int)LayerType.Video; if (GUIGraphicsContext.ShowBackground == false) { if (_layers[videoLayer] != null) { if (_layers[videoLayer].ShouldRenderLayer()) { _layers[videoLayer].RenderLayer(timePassed); GUIFontManager.Present(); } } } int startLayer = 0; int endLayer = MAX_LAYERS; if (layers == GUILayers.under) endLayer = videoLayer - 1; else if (layers == GUILayers.over) startLayer = videoLayer + 1; for (int i = startLayer; i < endLayer; ++i) { if (_layers[i] != null) { if (_layers[i].ShouldRenderLayer()) { if (GUIGraphicsContext.ShowBackground == false && i == videoLayer) { continue; } _layers[i].RenderLayer(timePassed); GUIFontManager.Present(); // Currently Osd and Topbar2 layers are always reporting that they should be renderred. // It is not 100% clear why that is done (probably just a bug fix done horribly wrong). // As a side effet madVR won't be able to use low latency rendering path to make UI // more fluid when top bar or video OSD is accessed. // // TODO: find out why the ugly workaround(?) has been introduced in the past. if (videoLayer != i && i != (int)LayerType.Osd && i != (int)LayerType.Topbar2) { uiVisible = true; } } } } return uiVisible; }[/code] [/SPOILER] So this one : [/QUOTE]
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madVR support in MP1
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