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#ActualxDarkice

Posted 10 January 2012 - 04:02 PM

Could this issue also be caused because I am not using textures with sizes of a power of two? The Sizes are not the same, they need to get scaled. For instance covers of any size can be used and they need to get scaled to fit. Could my calculation of the positions be too inaccurate? I need to scale the positions down to values from 0 to 1. In OpenGL I was able to specify screen positions. Is there a setting to do this in D3D aswell?

Edit: I got it smooth now. But I am now getting small bars. After setting
m_Device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
m_Device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
m_Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
I do not get the Previewvideo anymore and these small bars are appearing. Any ideas?

Edit2:
m_Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
is definetely the line which is breaking the video. Could this be due to I am not filling the video's mipmaps? This is how I am adding a new texture for a video:

public STexture AddTexture(int W, int H, ref byte[] Data)
{
STexture texture = new STexture(-1);
texture.width = W;
texture.height = H;
texture.w2 = texture.width;
texture.h2 = texture.height;
texture.width_ratio = texture.width / texture.w2;
texture.height_ratio = texture.height / texture.h2;
Texture t = new Texture(m_Device, W, H, 0, Usage.Dynamic, Format.A8R8G8B8, Pool.Default);
DataRectangle rect = t.LockRectangle(0, LockFlags.None);
for(int i = 0; i < Data.Length;) {
rect.Data.Write(Data, i, 4 * W);
i+= 4*W;
rect.Data.Position = rect.Data.Position - 4 * W;
rect.Data.Position += rect.Pitch;
}
t.UnlockRectangle(0);
texture.index = _D3DTextures.Count - 1;
texture.color = new SColorF(1f, 1f, 1f, 1f);
texture.rect = new SRectF(0f, 0f, texture.width, texture.height, 0f);
texture.TexturePath = String.Empty;
return texture;
}


And this is how I am updating this:

public bool UpdateTexture(ref STexture Texture, ref byte[] Data)
{
if ((Texture.index >= 0) && (_Textures.Count > 0) && (_D3DTextures.Count > Texture.index))
{
DataRectangle rect = _D3DTextures[Texture.index].LockRectangle(0, LockFlags.None);
for (int i = 0; i < rect.Data.Length; )
{
if (rect.Data.Length - rect.Data.Position > 4 * (int)Texture.width)
{
rect.Data.Write(Data, i, 4 * (int)Texture.width);
i += 4 * (int)Texture.width;
rect.Data.Position = rect.Data.Position - 4 * (int)Texture.width;
rect.Data.Position += rect.Pitch;
}
else
break;
}
rect.Data.Position = 0;
_D3DTextures[Texture.index].UnlockRectangle(0);
}
return true;
}


I do not need to use MipMaps for videos due to performance reasons, can I disable MipMaps for single textures only?

#5xDarkice

Posted 10 January 2012 - 12:13 PM

Could this issue also be caused because I am not using textures with sizes of a power of two? The Sizes are not the same, they need to get scaled. For instance covers of any size can be used and they need to get scaled to fit. Could my calculation of the positions be too inaccurate? I need to scale the positions down to values from 0 to 1. In OpenGL I was able to specify screen positions. Is there a setting to do this in D3D aswell?

Edit: I got it smooth now. But I am now getting small bars. After setting
m_Device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
m_Device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
m_Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
I do not get the Previewvideo anymore and these small bars are appearing. Any ideas?

#4xDarkice

Posted 10 January 2012 - 11:32 AM

Could this issue also be caused because I am not using textures with sizes of a power of two? The Sizes are not the same, they need to get scaled. For instance covers of any size can be used and they need to get scaled to fit. Could my calculation of the positions be too inaccurate? I need to scale the positions down to values from 0 to 1. In OpenGL I was able to specify screen positions. Is there a setting to do this in D3D aswell?

Edit: I got it smooth now. But I am now getting small bars. After setting
m_Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
I do not get the Previewvideo anymore. Any ideas?

#3xDarkice

Posted 10 January 2012 - 11:19 AM

Could this issue also be caused because I am not using textures with sizes of a power of two? The Sizes are not the same, they need to get scaled. For instance covers of any size can be used and they need to get scaled to fit. Could my calculation of the positions be too inaccurate? I need to scale the positions down to values from 0 to 1. In OpenGL I was able to specify screen positions. Is there a setting to do this in D3D aswell?

Edit: I got it smooth now. But I am now getting small bars. After setting
m_Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
I do not get the Previewvideo anymore. Any ideas?

#2xDarkice

Posted 10 January 2012 - 07:03 AM

Could this issue also be caused because I am not using textures with sizes of a power of two? The Sizes are not the same, they need to get scaled. For instance covers of any size can be used and they need to get scaled to fit. Could my calculation of the positions be too inaccurate? I need to scale the positions down to values from 0 to 1. In OpenGL I was able to specify screen positions. Is there a setting to do this in D3D aswell?

#1xDarkice

Posted 10 January 2012 - 06:47 AM

Could this issue also be caused because I am not using textures with sizes of a power of two?

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