VRM9 and D3DPRESENT_INTERVAL_ONE

From: Ley (Ley_at_discussions.microsoft.com)
Date: 03/21/05


Date: Mon, 21 Mar 2005 05:55:02 -0800

Hello,

I have implemented video support in my 3D application using the VMR9 and a
custom presenter/allocator. As my application has its own 3D rendering loop
and I started with the VMRAllocator9 sample, I use mutex and double buffering
textures to avoid concurency problem when accessing my video texture from the
video thread or from my 3D loop thread. And everything works fine except in
one case: when I am using the D3DPRESENT_INTERVAL_ONE with a fullscreen 3D
Device. In this case, the PresentImage() method of my custom
presenter/allocator is never called. I therefore have the 3D rendering
running at 60 FPS, but no video update on my texture. It is as if the video
decoding was completely stopped in this particular case.

I couldn't solve this problem so far, so does anybody had the same trouble
or an idea of what is going on ?

Thanks in advance,
Ley.