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Messages
Comments by druscelli (Top 18 by date)
druscelli
12-Jul-12 3:32am
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did you read it?
druscelli
15-May-12 2:42am
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what about DXVA? I didn't find a decent tutorial, just general info.
druscelli
14-May-12 7:00am
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no, it's not what I'm looking for. Anyway thanks for your time.
druscelli
14-May-12 6:12am
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sorry Richard, as I said I googled a lot but couldn't find. If you don't believe me, look at this http://www.smalllinks.com/10QN
Maybe I don't use right keywords but I don't have idea what are right keywords to find a good tutorial on how implement c++ video encoding / decoding using gpu and hardware acceleration. I hope someone better then me can help me.
Bye
druscelli
14-May-12 4:52am
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do you have some simple tutorials?
druscelli
14-May-12 4:28am
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yes very much!!! but on google I found a lot of material and don't know what's suitable for me.
CUDA?
OpenCL?
DXVA?
And I didn't find a valid simple tutorial. Just general informations.
druscelli
7-May-12 6:30am
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do you think this solution could be suitable for me?
http://www.codeproject.com/Articles/10172/2D-Blits-in-DirectX-9
In the article says
"Of course, when direct access to the surfaces is not needed, you would be better off using the standard D3D blitting routines, which are hardware accelerated and as a result are faster than the software 2D blits in my code."
So this solution is not hardware accelerated?
druscelli
7-May-12 6:03am
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Looks like direct2d is just supported on win7 and win2008 server... Do you think could I find a solution supported on winxp?
druscelli
7-May-12 5:16am
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For information: I don't need to scale the image, the frame is just to paint as is. Thanks for the informations and the links, I will look at them, thanks.
druscelli
2-May-12 6:30am
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5 stars given
druscelli
2-May-12 4:46am
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I moved the draw code to a new my own generated message: WM_DRAWFRAME. I still use old architecture normally but also use new message in certain conditions for garantee at least a certain number of redraws. I will evaluate to use an external thread or directx.
thanks to everybody
druscelli
2-May-12 2:38am
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Deleted
where can I find a priority message table?
druscelli
27-Apr-12 10:45am
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unserstand. I already call invalidate at the end of my frame callback, just when I need to draw and it should be enough to receive the WM_PAINT message, but I analysed the problem furhter. With small number of frames (less than 300) everything work fine, when I need to play more cameras and have more than 300 frames to redraw don't know why but when they are too many they are not dispatched correctly to my object. Note: I have a main window and some childs in a multimonitor app. When this happen in the active window they are dispatched (the messages) but in the no active window some objects stop receive WM_PAINT and frames are not redrawed.
Use WM_TIMER I think is not suitable because it is a low priority message and windows does not guarantee it will be dispatched, I think with WM_TIMER the problem would be bigger.
The last advice you give me sounds good, but I don't know how to implement it, I will think about and ask more info, in the while any suggest will be appreciate. thaNk you.
druscelli
26-Apr-12 9:51am
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but I think I should receive WM_PAINT messages also if the app is not active, isn't it?
druscelli
26-Apr-12 9:46am
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I tryed to use updatewindow at the end of any wm_paint execution in order to force the next paint but nothing change, same issue. With invalidaterect the problem is more evident.
druscelli
26-Apr-12 8:52am
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I need receive WM_PAINT message regularly, how can I force to regularly retrieve this message from the queue?
note: the program does not stop working, just my window doesn't receive messages so it's unrefreshed.
druscelli
26-Apr-12 8:46am
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I had too a similar problem to armagedescu with WM_TIMER, because WM_TIMER is a loww priority message and I used different message for my porpuse in that context.
But now I don't receive messages as WM_PAINT so I don't redraw the window. I think WM_PAINT should not affect low pripority issue as WM_TIMER, so my problem is not in the priority of message.
druscelli
28-Feb-12 8:02am
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in my code there is GetCursorPos( &pt ); on the top I checked it works... I can see the coordinates on it...
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