240 reputation
29
bio website cs.duke.edu/~ecuervo
location San Francisco, CA
age 32
visits member for 2 years, 9 months
seen Feb 24 at 9:12

Mar
25
awarded  Notable Question
Oct
28
awarded  Popular Question
Jun
5
awarded  Popular Question
Dec
4
comment Forcing a game to use Direct3D WARP
Yeah, that's the article that triggered my interest. Its amazing.
Dec
4
accepted Forcing a game to use Direct3D WARP
Nov
28
accepted Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards
Nov
28
comment How can I capture every frame in DirectX 9 using a shader
wonderful. That makes sense. I was quite confused.
Nov
28
accepted How can I capture every frame in DirectX 9 using a shader
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/…
Nov
28
asked How can I capture every frame in DirectX 9 using a shader
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
Nov
28
accepted How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
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.
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.
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
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?
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.
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.
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)
Nov
1
revised How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
edited title