• 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.

Yashwinder

Members
  • Content count

    47
  • Joined

  • Last visited

Community Reputation

100 Neutral

About Yashwinder

  • Rank
    Member
  1. I have coded for a directshow video player using slimDX direct3d9 but now I want to code the same video player using media foundation and EVR presenter to improve its quality.Can anyone please give me some link or code sample for a video player using Media foundation and EVR presenter using Directx SDk or Slimdxd SDk
  2. I have coded for a directshow video player using slimDX direct3d9 but now I want to code the same video player using media foundation and EVR presenter to improve its quality.Can anyone please give me some link or code sample for a video player using Media foundation and EVR presenter using Directx SDk or Slimdxd SDk
  3. The video is already using multi-threading to run but it flickers beause of the same. I want to ask that can not I use two devices at the same time in the single application so that one device handles the video and the other device takes care of the slide show and the ticker.
  4. Hi! I am rendering video along with some image slide show and a scrolling ticker. I am running my main application loop inside the present image function of IVMRImagePresenter9 interface of directshow. I am also using GMFBridge for seamless playbackBy doing this my application become dependent on the frames of the video. I have tried out many ways to properly sync my application with the video but video is flickering if I place my main rendering loop outside the presentImage function but if I put the main rendering loop inside the presentImage function then every thing works fine but my application frames per second becomes dependent on the frames of the video. Is it possible that i use two devices so that one device renders only video to the screen and the second device manages the other stuff of ticker and image slideshow.
  5. [quote name='Yash14' timestamp='1320326442' post='4880115'] [quote name='AgentC' timestamp='1320242000' post='4879679'] I'm not sure if this exactly helps, but remember that VMR is accessing the Direct3D resources and calling your AllocatorPresenter functions from its own thread(s), so the Direct3D device has to be created in multithreaded mode. Also check that any of your own objects, that are possibly shared between threads, are protected accordingly by mutexes etc. [/quote] I have already created a multi threaded device and has now locked all my resources when needed but the problem is still there. [/quote] Hi! Can anyone please give me a solution to synchronize my applications main loop with the video thread without restricting my main application's frame with the frames of the video.
  6. [quote name='Therion' timestamp='1264589751' post='560395'] Hello, i am despaired. I am using the vmr9 in renderless mode with custom allocator to render a video. At the same time i want to render an animation. Both use the same render target. I searched the forum and it seems like both run in different asynchron threads. Now vmr9 steals the rendertarget when my animation is drawing, and my animation steals the rendertarget from the vmr9. This way my video gets elements which should have been painted in the animation. The animation gets video frames interleaved. I tried the suggested fix: boost::intrusive_ptr<IVMRMixerControl9> mixingControl; IVMRMixerControl9* rawptr99; hr = vmr9->QueryInterface(IID_IVMRMixerControl9, reinterpret_cast<void**>(&rawptr99)); if(SUCCEEDED(hr)) { mixingControl = boost::intrusive_ptr<IVMRMixerControl9>(rawptr99, false); DWORD dwPrefs=0; hr = mixingControl->GetMixingPrefs(&dwPrefs); if (SUCCEEDED(hr)) { dwPrefs &= ~MixerPref9_RenderTargetMask; dwPrefs |= MixerPref9_RenderTargetYUV; hr = mixingControl->SetMixingPrefs(dwPrefs); } } This doesn't work for me under XP SP3. I tried it on a 8800GTX without success. I tried also to erase hr = vmr9Config->SetNumberOfStreams(1); But i cannot get it to work, i get a strange error. Does the vmr9 allways run in the same process, if mixing mode is chosen as off? If i can get both in 1 thread, the setrendertargets would be serialized, i guess. I am really mad about microsoft of giving no advise how this should be solved. Perhaps i create another extra device on the same adapter for the vmr9? Than switching between the device would be needed for sure, but would that resolve the issue? It would result in a speed penalty for sure. Thx you in advance for every advise Therion [/quote] Hi! I am also going through the same problem. Have you found any solution to this thing. If you have any solution please give a reply I have wasted weeks to solve this problem but haven't come to a solution yet.
  7. [quote name='AnujKhanna' timestamp='1314359969' post='4854018'] Hi all, I have a WPF (.NET 4) app and uses managed DirectX (DirectShow) for rendering videos. During some operations on the UI (WPF Window), the calls to PresentImage() in our Allocator somehow lags behind. This causes flickering of the video being played. Although testing suggests that PresentImage() does get called at rate of the FPS, it's just that the calls are not equally spaced which causes the flickering. Anyone faced with same scenario or have any idea to get it fixed? Thanks in advance. [/quote] Hi! It is happening because your render target is being changed every time the getSurface function gets a call resulting in flickering.
  8. [quote name='AgentC' timestamp='1320242000' post='4879679'] I'm not sure if this exactly helps, but remember that VMR is accessing the Direct3D resources and calling your AllocatorPresenter functions from its own thread(s), so the Direct3D device has to be created in multithreaded mode. Also check that any of your own objects, that are possibly shared between threads, are protected accordingly by mutexes etc. [/quote] I have already created a multi threaded device and has now locked all my resources when needed but the problem is still there.
  9. [quote name='AgentC' timestamp='1320152194' post='4879223'] [quote name='Yash14' timestamp='1320063139' post='4878862'] Hi! Can anyone please tell me a way out to stop the IVMR Surface Allocator/Presenter of directshow changing the render target during the process of rendering the video surfaces. I am stuck in this problem from over a week. I have searched on internet about the solution but the solution I have found is not working i.e setting the VMR9RenderPrefs to render YUV surface but that is not working. The video I am playing is giving a lot of flickering. IS there any other working way to resolve this problem. Please help me out if anyone have any idea about the solution of this problem. [/quote] Hi, when initializing the filter graph, do not call IVMRFilterConfig::SetNumberOfStreams. If you call it, VMR goes into "mixer mode" and this causes it to start messing with the render target. [/quote] Hi! Thank you so much for the reply. Finally its working but it has started a new problem. If I don't use IVMRFilterConfig::SetNumberOfStreams function and try to run my main loop of the application independent of the presentImage function then an error is thrown in the main loop at Device.Present() call and if I use Thread.Sleep(int milliseconds) with some specified number of milliseconds before Device.Present() call Then its working fine but thats not the perfect way to run it. Are you having any solution for this. I am using Directshow along with slimDX Direct3d9 .I would be really thankful to you.
  10. Hi! Can anyone please tell me a way out to stop the IVMR Surface Allocator/Presenter of directshow changing the render target during the process of rendering the video surfaces. I am stuck in this problem from over a week. I have searched on internet about the solution but the solution I have found is not working i.e setting the VMR9RenderPrefs to render YUV surface but that is not working. The video I am playing is giving a lot of flickering. IS there any other working way to resolve this problem. Please help me out if anyone have any idea about the solution of this problem.
  11. I want to know that is there any way of resizing our texture to the size of a sprite in slimdx direct3d9 or directx9. That is if my image size is 1024x768 and sprite size is 500x500, how can i resize the image in slimdx to display it fully on the sprite without any cropping.
  12. Hi, I am working with directshow for video playback and to get the video displayed on the texture of slimdx>direct3d9 or a directx9 texture. I am using these two interfaces IVMRSurfaceAllocator9, IVMRImagePresenter9 for getting a surface from the video as soon as a frame is available. Every thing is working fine if I am doing my main loop rendering inside the presentImage function but if I try to do the rendering separately and getting the texture from the presentImage function and then trying to display it in my main loop then a flickering video is being played. I have tried a solution given on this forum only that says that changing rendering target to YUV solves the problem but I did it and is not getting the desired results. Can any one please help me out to resolve this problem.
  13. Where do you place this code for avoiding the video flickering in your application. Can you please tell me that as I am very new to directx as well as directshow
  14. Can anyone please help me out to solve this problem????
  15. Hi all, I am rendering a video using slimdx and directshow library on the texture of slimdx. I am extracting the frames from the video, collecting them and then writing them to the texture as and when a new frame is available. But i am coming through a problem that my video is tearing, not running smoothly. Any help is appreciated.