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MediaPortal 1
Development
General Development (no feature request here!)
[Poll] Expose present surface object as in Framegrabber as event?
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<blockquote data-quote="Mr Hipp" data-source="post: 561234" data-attributes="member: 19440"><p>I see that you use LockFlags discard in your patch. It there a reason for that?</p><p></p><p>I think you should use LockFlags.ReadOnly if you don't update the buffer (at least for clearity)</p><p></p><p>LockFlags .ReadOnly The application does not write to the buffer. This flag enables resources stored in non-native formats to save the recompression step when unlocking.</p><p></p><p>Also since you return a bitmap that has a pointer to the internal data of the texture, the texture might get updated (i don't know if the internal pointer can change, then you would really be in trouble, becuase then you have a pointer pointing to something that does not exists any longer).</p></blockquote><p></p>
[QUOTE="Mr Hipp, post: 561234, member: 19440"] I see that you use LockFlags discard in your patch. It there a reason for that? I think you should use LockFlags.ReadOnly if you don't update the buffer (at least for clearity) LockFlags .ReadOnly The application does not write to the buffer. This flag enables resources stored in non-native formats to save the recompression step when unlocking. Also since you return a bitmap that has a pointer to the internal data of the texture, the texture might get updated (i don't know if the internal pointer can change, then you would really be in trouble, becuase then you have a pointer pointing to something that does not exists any longer). [/QUOTE]
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MediaPortal 1
Development
General Development (no feature request here!)
[Poll] Expose present surface object as in Framegrabber as event?
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