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