| bio | website | cs.duke.edu/~ecuervo |
|---|---|---|
| location | San Francisco, CA | |
| age | 31 | |
| visits | member for | 1 year, 10 months |
| seen | Mar 11 at 4:05 | |
| stats | profile views | 12 |
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Dec 4 |
comment |
Forcing a game to use Direct3D WARP Yeah, that's the article that triggered my interest. Its amazing. |
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Dec 4 |
accepted | Forcing a game to use Direct3D WARP |
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Nov 28 |
accepted | Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards |
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Nov 28 |
comment |
How can I capture every frame in DirectX 9 using a shader wonderful. That makes sense. I was quite confused. |
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Nov 28 |
accepted | How can I capture every frame in DirectX 9 using a shader |
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Nov 28 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile By the way, I posted a follow up question about the shader approach. I would be thankful if you take a look at it. gamedev.stackexchange.com/questions/44587/… |
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Nov 28 |
asked | How can I capture every frame in DirectX 9 using a shader |
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Nov 28 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile I changed my code to use BGRA. It did get better. Thanks for the insight |
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Nov 28 |
accepted | How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile |
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Nov 2 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile You guessed right, but I am not exactly doing video capture, it is very close. I am not encoding all the frames (but enough to require a good performance), and I am applying a couple of 2D filters to the captured image before encoding them. |
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Nov 2 |
comment |
Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards Yeah, I would prefer to use GL_BACK, but GL_FRONT. It's just that GL_BACK doesn't work. Funny enough, GL_FRONT does seem to work, but I haven't tested it thoroughly. |
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Nov 2 |
revised |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile updated requirements regarding colorspace, use of hooks, frequency of capture |
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Nov 2 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile I will actually need to convert it to Yuv420p at some part during the process. So is DirectX using some internal format that is not RGB? |
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Nov 2 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile Thanks! I am actually doing it as a hook, but not to EndScene but to Present, and I am hooking specifically directX applications. Given that, is there something smarter that I can do about it. |
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Nov 2 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile I am actually doing it every frame. I am hooking the Present function and then getting the frame captured within my hook. Could you please elaborate on using a shader for doing this, that may be what I am looking for. Thanks a lot for your thorough answer. |
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Nov 1 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile Actually, that function you mention saves it to memory, I can just read the d3xbuffer it gets. I should try it, if it is fast enough I may just accept it as the solution. (Still if someone knows a faster way to capture the screen, it is very welcome) |
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Nov 1 |
revised |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile edited title |
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Nov 1 |
comment |
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile yeah, I meant an array of bytes, 3 bytes per pixel of RGB information. Just the same thing that glReadPixels does in openGL. I meant a RAW bitmap. I will update the question to make it clearer |
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Nov 1 |
asked | How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile |
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Oct 27 |
awarded | Tumbleweed |