I wonder how many frames you get in your application. I am streaming live video from my webcam onto a texture and its a big speed hit. I create a texture and whenever a new frame arrives from the webcam I lock the texture and copy 32bit pixel data from video image onto the texture.
I map the texture ...
Search found 5 matches
- Tue Jan 06, 2004 2:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: avi reader
- Replies: 22
- Views: 33454
- Tue Jan 06, 2004 12:54 pm
- Forum: Beginners Help
- Topic: glitch in draw2DImage
- Replies: 3
- Views: 760
glitch in draw2DImage
Hello fellows,
i think the draw2DImage method is broken.
I cannot get a texture drawn without having the texture squezed and distorted in vertical direction.
m_pDriver->draw2DImage(m_pShipTexture,
core::position2d<s32>(0,0),
core::rect<s32>(core::position2d<s32>(0,0),
m_pShipTexture ...
i think the draw2DImage method is broken.
I cannot get a texture drawn without having the texture squezed and distorted in vertical direction.
m_pDriver->draw2DImage(m_pShipTexture,
core::position2d<s32>(0,0),
core::rect<s32>(core::position2d<s32>(0,0),
m_pShipTexture ...
- Fri Dec 19, 2003 10:34 am
- Forum: Open Discussion and Dev Announcements
- Topic: Poor performance
- Replies: 8
- Views: 3928
Poor performance
Hello everyone,
rendering 30 simple Quake2 medic-kit models (summary of 800 faces) yields in a slow 100fps. I think its the result of the drawIndexedTriangleList implementation used.
Will it be possible in future versions to use Hardware vertexbuffers or did I miss something in the engine, that ...
rendering 30 simple Quake2 medic-kit models (summary of 800 faces) yields in a slow 100fps. I think its the result of the drawIndexedTriangleList implementation used.
Will it be possible in future versions to use Hardware vertexbuffers or did I miss something in the engine, that ...
- Tue Dec 16, 2003 7:41 am
- Forum: Advanced Help
- Topic: Texture Lock very slow
- Replies: 5
- Views: 1620
Thanks for your fast reply Niko.
First of all let me tell you I really appreciate the strict and clean OOD design of your engine.
I will have to dig deeper in the D3D implementation of it to find the reason for the problem. Maybe I create the D3D device or textures in a very different way than you ...
First of all let me tell you I really appreciate the strict and clean OOD design of your engine.
I will have to dig deeper in the D3D implementation of it to find the reason for the problem. Maybe I create the D3D device or textures in a very different way than you ...
- Mon Dec 15, 2003 1:08 pm
- Forum: Advanced Help
- Topic: Texture Lock very slow
- Replies: 5
- Views: 1620
Texture Lock very slow
I need to update a texture dynamically for real time video streaming.
I have successfully done this in Direct3D directly without much performance decreas, although video streaming needs heavy thread syncronization.
Unfortunatly calling ITexture:lock() & ITexture:unlock() in irrlich is very slow.
I ...
I have successfully done this in Direct3D directly without much performance decreas, although video streaming needs heavy thread syncronization.
Unfortunatly calling ITexture:lock() & ITexture:unlock() in irrlich is very slow.
I ...