Visual C++ :: How To Capture HD Video (no Noise / Interference) Using DirectX / DirectShow

Nov 21, 2012

I am working on a project in which we capture a video using DirectShow samples. I want to know whether it is possible to capture a video with No noise, No interference etc. in other words, we want to capture High Quality (HD) video using DirectShow.

Is there any sample defined in DirectShow using which we can capture HD video.

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Visual C++ :: How To Implement HD Video Recording Using DirectShow

Jun 19, 2013

I am using DirectShow to Play / Pause / Stop and Capture Video files. But Capturing and playing of video files is simple. I want to Implement HD Video recording in my project.

how to Implement HD Video Capturing using DirectShow.?

Or Apart from DirectShow, is there any other method to Implement HD Video recording in MFC.

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Visual C++ :: Capture Of Window?

May 5, 2014

I want program to make bitmap from my Window. I also want to do add some additional steps which I will try to add later. But now I want to ask you how to fix the code. For some reason when I debug the code (break on line 73 of capture.cpp) there the pointer pBitmap is 0x00000000 . So how to correct the code to successfully capture Window? Here I give the complete codes:

stdafx.h

Code:
#pragma once
#include "targetver.h"
#include <stdio.h>

[Code].....

Feel free to set correct name of Window on line 17 for FindWindow() function.

PS: The code is remake of script to capture screen, which saved the bitmap to file. This is not what I want because I would be content if I could send (or maybe share!) the bitmap to ahk script which will ask my C++ program for the bitmap.

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Visual C++ :: How To Capture Mouse Scroll For CMFCRibbonEdit Class

Oct 18, 2014

For a ribbon bar with edit controls (CMFCRibbonEdit) I want to handle the mouse scroll events for the edit controls. That is, when the user clicks and then scrolls on the edit it will navigate a predefined list of strings. I want to capture the scroll event in order to update the edit text step by step.

This kind of behavior is implemented by the Spin Edit; I don't want to use the spin edit control since it only uses a list of integers and the spin buttons are too small.

Is there a way to catch the mouse scroll event for the CMFCRibbonEdit control? How to approach message handling for the ribbon (other messages than the COMMAND allowed by the ribbon designer). I'm using VS2010 on Windows 7 and the ribbon was designed with the ribbon designer?

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Visual C++ :: How To Capture A Folder Address With Drag And Drop

Apr 24, 2013

I am certain that this is possible, but cannot figure out how to do it.

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Visual C++ :: Slider Not Incrementing With Video?

Jun 15, 2013

I am using DirectShow to play/pause/stop a video file. I am having a slider control which increments with the playing video. I have done some calculation to find the exact step to forward or backward the video.

On dragging the slider to any position, video forwards/backwards to the new position, but slider doesn't get increment. Say I drag the slider from 10 to 50, video goes to the new position, but on releasing the capture slider again jumps back to the previous position from where it was dragged.

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Visual C++ :: ActiveX For Video Server

Jan 13, 2015

I would like to know in which way is the best to make ActiveX control for video. ActiveX control will need at least show picture and be able to go back in past, change resulation of picture and similar. How complex it is to do something like that? Is MFC best way to make it? Is there somewhere similar code?

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Visual C++ :: Can Only Make Video With 255 Frames

May 4, 2015

I have code (found long time ago, ~2001) to make videos from OpenGL rendering in my view class. In my OnDraw() function I call the function SaveAsAvi(). This works as intended until I have 255 frames in the movie I am trying to make. After that, Windows Media Player claims it cannot play the file. VirtualDub claims the avi contains Palette Changes and shows the correct number of frames (>255) but all frames past 255 are the same and equal to the last frame.

Memory overflow? Need to free m_pixels sometime somewhere?

Code:
void C***View::SaveAsAvi() {
C***Doc* pDoc = GetDocument();
if (pDoc->m_avi_status == -1)// initialize AVI stuff {
KillTimer(1);
// allocate space for the pixel info

[Code] ....

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Visual C++ :: Video Player - Set Of RGB Frames To Be Displayed At 25 FPS

Nov 19, 2013

I have a code which is a set of rgb frames to be displayed at 25 fps to make it look like a video. While I createWindow invalidate and update it based on a timer, the video plays fine, but the buttons of Play, Pause etc hangs during the time video is playing.?

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C++ :: Using DirectShow To Control Flow Of A Program

Jul 18, 2014

I am having trouble understanding what I need to do to halt the flow of a program until a video file finishes playing. So far I have accomplished getting the video to play, but the program continues while the video is playing rendering the content of the program on top of the video making it not seen.

My goal is to make the video play, then once it has finished the rest of the program should run.

So far I have this in the start up area of my code:

//Initialize components for DirectShow to stream a video at start-up
CoInitialize(NULL);
//creates filter graph manager

[Code].....

After this code runs once, the program proceeds immediately into the loop where my update and render functions for the program runs. Preferably, I want to stop just the render function while allowing the update to continue to check if the user presses a key to skip the video. What do I need to add to the code to do this?

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Visual C++ :: Playing Video Using Windows Media Player From A Buffer?

Oct 25, 2013

I am developing a VC++ application with windows media player component. play video from a video buffer data which i have?

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Visual C++ :: How To Move Video Forward / Backward When User Drags Slider Bar

Jun 11, 2013

I am working on a project in which I use DirectShow to Play / Pause / Stop the video. I am using slider bar to show the progress of the video. As the video starts playing, the slider bar moves in proportion to the video duration. Now when user moves/drags the slider bar to a new position, I want to forward the video in equivalent proportion.

Say if video duration is 50 seconds and max range of the slider bar is set to 100. slider will 2 steps for 1 second of video progress. Now if user drags the slider to 60 while video is playing, I want to increment/forward the video. if user moves the slider backward, video should move backward.

I have done with the slider moving along with the video and when user drags the slider. How to set the new position of the video, so that the video starts playing from that point.

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Visual C++ :: Open Large Files - Save Video As Long As Users Have Space In Hard Disk

Jan 15, 2013

Opening large files in c++. In my application, i am trying to save video as long as users have space in harddisk. What I am trying to do is when user is recording video i am trying to append the video data in to the file. The problem is that every time file size reach over 2GB my software crashes.

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C++ ::  Use DirectX Or OpenGL?

Feb 6, 2014

I am because I don't know what to use OpenGL or DirectX? I heard some people saying I can use both. How is this? What is better for online games? And when I choose I will need some tutorials too ....

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C++ :: Where Is DirectX SDK Installed By Default

Feb 13, 2013

So a long time ago I messed around with DirectX but I don't remember where it gets placed by default. I want to just get rid of the SDK and get the up to date version of it.

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C++ :: Shadow Mapping Using DirectX

May 27, 2013

I have a problem with implementing Shadow Mapping into a project I am working on. I am very much new to shaders and I have been given a Shadow Mapping shader to implement and understand. I have mostly got my head round the concept and the code but I can't figure out why its not working.

As I understand it the main steps to follow are;

1) Render the scene from the POV of the light - this is done in ShadowMap::SetUpDepthRender where the view and projection matrices are passed to the shader.

2) Render all objects in the scene - this creates a shadowmap (depth map) via the shader.

3) Reset the view and projection matrices to that of the camera - done in ShadowMap::SetUpSceneRender.

4) Render the scene objects once more appling the depth map to them via the second pass of the shader.

The problem Im having is that I have a stripe of light running diagonally across the screen. It passes through the point of the spotlight that I am mapping for. I believe this is the shadowmap being applied to the scene however I could be wrong?

Below is the code in the ShadowMap class used for setting the fx file.

LPDIRECT3DSURFACE9 oldDepthSurface = NULL;
LPDIRECT3DSURFACE9 oldRenderTarget = NULL;
ShadowMap::ShadowMap(void) {
//Create our Light
Vector3D lightPosition(20.0f, 2.9f, 10.0f);
Vector3D lightDirection;

[Code] .....

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C++ :: DirectX - How To Put Outline Around Bounding Box

Feb 21, 2014

For a 2d platform game. As title says. I want to see the bounding box that I have created to work with de-bugging, I have the bounding box set to the edges of my sprites to use with collision. How do I show the outline of the bounding box?

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C++ :: How To Implement DirectX Structures

Dec 12, 2013

I do this because I want to transform the .x format into xml... The "frame" data structure can contain other frames, and a name for the frame and a transformation. For example:

Code:
struct frame {
std::string name;
Matrix transform;
std::vector<struct frame> child;
std::vector<struct frame> sibling;

[Code] ....

I know the above won't compile. But am I on the right track to implement data structures this way using linked lists? about directx, I'd like to ask is the .x format implemented with a tree structure rather than linked lists.

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C++ :: Capture Output From EXE In A String

Mar 7, 2014

I am writing a small editor for RSL coding, and ive got an external program "3Delight" to compile the code.

Now i want the output from that exe to be captured in a string once the compilation is comlete, but all of the methods ive found online dont seem to work for me. Ive tried using _popen which works if i run a normal command like "dir", but not with the exe.

This is the function ive been using that works with the normal commands

std::string exec(const char* cmd) {
FILE* pipe = _popen(cmd, "r");
if (!pipe) return "ERROR";
char buffer[128];
std::string result = "";

[Code] .....

and this is how i was calling it, but it just returned an empty string, even though the exe printed "Compilation successful"

exec("""%DELIGHT%/bin/shaderdl" "E:/RenderManShaders/TestArea/Source/basicDiffuse.sl"")

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C++ :: Getting Screen Capture Of Whole Program?

Oct 8, 2014

For my class we have to take a screenshot of the program and put it in a word document. How can I accomplish this?

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C++ :: When Make Grid In DirectX It Says Access Violation Writing Location

Aug 9, 2014

I am trying to make a grid in DirectX, but I keep getting the error "Access violation writing location" for some reason.

This is my code for defining the grid:

void CDirectXFramework::DefineGrid(int Rows, int Cols, float dx, float dz, const D3DXVECTOR3& center) {
/* precalculations */
int CellRows = Rows - 1;
int CellCols = Cols - 1;
float width = (float)CellCols * dx;

[Code]...

What does it look like the problem might be?

btw, the values I am using are:

Rows = 100;
Cols = 100;
dx = 1.0f;
dz = 1.0f;
center = D3DXVECTOR3(0.0f, 0.0f, 0.0f);

I found that the program works when using these values for the rows and columns:

Rows = 2;
Cols = 2;

Using any other value gives the error mentioned above. It displays a small flat surface where I want it to, but I am trying to have a large enough surface to use as a ground (like 100 x 100).

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C++ :: Installed Cygwin - Mingw Install Required In Order To Use DirectX?

Jan 20, 2014

Goal: I want to use cygwin g++ to write DirectX applications.

I know that one of the mingw packages contain directx libraries.

Now that I have installed cygwin, can I use directx also?

BTW, does netbeans open a mingw project using cygwin tool chain?

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C++ :: Way To Restrict A Template-capture To Certain Types / Classes

Nov 16, 2014

I was creating a template and I realized that certain data-types/structs/classes would not be applicable to my template.This would cause bugs and errors if used incorrectly. Is there a way to restrict a template-capture to certain types/classes?

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C++ :: Capture Console Screen And Save To Image?

Jun 7, 2014

i need to capture the console screen and save to a image:)

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C :: How To Capture And Store Serial Communication Data In Buffers

Jun 18, 2013

I sent 1preample and 4bytes in transmitting side , preample contains only 1 and 0 with 4milliseconds delay, each byte contains 8bits with 2milliseconds delay , if a bit contains 1 it will send 1millisecond high and 1millisecond low signal ,and if a bit contains 0 it will send 2millisecond continuous delay, I have a problem at receiving side how to capture and store the preample and 4byte values in a buffer , i am using ARM processor it will update every 5microsecond ..

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C++ :: Capture Incoming Serial Data And Store It Into Array For Controlling Functions

Mar 22, 2014

How to capture incoming serial data and store it into an array for controlling functions. But I am now working with a radio module that receives incoming data and stores it into a uint_8t.

From there in the basic sketch that the radio library came with it is printed in the serial terminal like this:

uint8_t buf[RF22_MAX_MESSAGE_LEN];
uint8_t len = sizeof(buf);
if (rf22.waitAvailableTimeout(500)) {
// Should be a message for us now
if (rf22.recv(buf, &len)) {
Serial.print("got reply: ");
Serial.println((char*)buf);

I have read a lot of tutorials on pointers, and I am just having a very hard time grasping how to extract data out of one. I realize this is char and not integers. The goal is to transmit five integers in a digital state of either 1 or 0, and then store them in the receiving side and control 5 outputs based on the status of those 5 bits. This is proving to be quite confusing for me though as I cannot seem to grasp how to control the pointer logic.

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