i believe this is fixed

This commit is contained in:
Glenn Maynard
2002-10-24 08:45:49 +00:00
parent 377ded65ea
commit 1f9e9c4a0c
-9
View File
@@ -192,11 +192,6 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
// Get the video bitmap buffer
pSample->GetPointer( &pBmpBuffer );
/* m_pTexture is getting NULLed out somewhere. I'd like to put a bunch
* of traces in here, but this is called 20 times per frame and I don't
* want to send some 200 traces/sec during gameplay, so let's just try
* to narrow it down. */
// Find which texture we should render to. We want to copy to the "back buffer"
LPDIRECT3DTEXTURE8 pD3DTextureCopyTo = m_pTexture->GetBackBuffer();
@@ -215,10 +210,6 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
ASSERT( pTxtBuffer != NULL );
/* I had the crash occur down at the flip, meaning m_pTexture is valid when
* we got the backbuffer. Let's get some data here, in the middle. */
LOG->Trace("movie: %p, %p, pit %i, %ix%i, %i, %i", m_pTexture, pTxtBuffer, lTxtPitch,
m_lVidHeight, m_lVidWidth, m_TextureFormat, m_lVidPitch);
// Copy the bits
// OPTIMIZATION OPPORTUNITY: Use a video and texture
// format that allows a simpler copy than this one.