• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

SDL 2.0\FFMPEG Swap Window Issue.

0 posts in this topic

I decided to go back and try to rewrite my old FFMPEG code from C to C++ and SDL 1.2 to SDL 2.0. There was one issue I overlooked and that's whenever I read a frame from a video, I need to call SDL_GL_SwapWindow() as soon as the frame has finished or else I'll have an issue where in between each frame or so, the screen goes black. (or it just lags if I don't call glClear()) I also have to draw the frame immediately after it's read or else the same thing will happen except the screen will clear white instead of black.


The problem is, each video would have their own rendering code inside my Video class, or maybe I would want to render something else that's not a video, well, I would need to call SDL_GL_SwapWindow(), which I can't do or else it will interfere with my video.


Here is my current rendering code:


void Video::Render(SDL_Window* win)
    if (av_read_frame(pFormatCtx, &packet) >= 0)
        if (packet.stream_index == videoStream)
            avcodec_decode_video2(pCodecCtx, pFrame, &FrameFinished, &packet);
            if (FrameFinished)
                sws_scale(swsContext, pFrame->data, pFrame->linesize, 0, pCodecCtx->height, pFrameRGB->data, pFrameRGB->linesize);
                glGenTextures(1, &VideoTexture);
                glBindTexture(GL_TEXTURE_2D, VideoTexture);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
                glTexImage2D(GL_TEXTURE_2D, 0, 3, pCodecCtx->width, pCodecCtx->height, 0, GL_RGB, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);

                glBindTexture(GL_TEXTURE_2D, VideoTexture);
                glTexCoord2i(0, 0); glVertex2i(0, 0);
                glTexCoord2i(1, 0); glVertex2i(800, 0);
                glTexCoord2i(1, 1); glVertex2i(800, 600);
                glTexCoord2i(0, 1); glVertex2i(0, 600);
                glDeleteTextures(1, &VideoTexture);
        av_seek_frame(pFormatCtx, videoStream, 0, AVSEEK_FLAG_BACKWARD);


And here's my while loop in main() that does the rendering and whatnot:


while (!Done)
        while (SDL_PollEvent(&event))
            HandleEvent(event, Done);
        //This is where I want to call SDL_GL_SwapWindow()


So, what's the problem? Why do I need to draw each frame and call SDL_GL_SwapWindow() immediately after a frame is read? Ideally I should have two to three separate functions, one for reading each frame, one for rendering the read frame, and one for freeing up memory used by each frame. Any help is appreciated.


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0