/* */
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@@ -278,6 +278,10 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
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ASSERT( m_pTexture != NULL );
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// flip active texture
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/* Hmm. GetD3DTexture says "Return the front buffer because it's guaranteed
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* that CTextureRenderer doesn't have it locked." But what happens if we somehow
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* get two movie frames while whoever called GetD3DTexture is still working with
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* it? Maybe we should triple buffer, just to be sure. */
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m_pTexture->Flip();
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return S_OK;
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