View Full Version : Playign AVI
07-01-2001, 09:23 PM
Hey I am trying to use a class for playing a avi file and I am geting errors that have to do with pointers. I am RELLY NEW to programing in c++ and was wondering if someone would be nice enough to email the debuged code to me or put it somewhere I could get to it.
My email address is: email@example.com
I got it from: http://ourworld.compuserve.com/homepages/leseb/
This has nothing to do with OpenGL.
MSDN has documentation and code samples. (GDI, Video for Windows)
07-02-2001, 06:51 AM
I fixed it up for MSVC++ 6.0 (I assume that's what you wanted?) http://personal.lig.bellsouth.net/~dfrey/glvid.zip
07-02-2001, 09:42 PM
Thanks SO MUCH!!!!! Now the code works, but it is so fliping slow. I mean with a geforce 2mx and 192 mgs of ram i am geting around 2 or 3 frames per sec. while it is playing. Her demo worked. Is it the way i am drawing the rectangle?
heres some code.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
I am to the point where i am thinking to my self "Should I just forget about openGL and start learning DirectX insted?" I mean it semes like if its not one thing it another.
07-03-2001, 04:02 AM
If the demo of that class (from the same page you originally got the class) runs fine, then I would tend to think your app is using Microsoft's software OpenGL implementation. Check the vendor string. If it says Microsoft, then you aren't using the hardware accelerated OpenGL implementation.
07-03-2001, 10:27 AM
when i call glGetString(GL_VENDOR)); it returns wiht somthing along the lines of "Nivia Corp.", is that what you wanted me to check?
07-03-2001, 10:42 AM
Yes, also, check the renderer string. Also ensure that you are in at least 16 bit color mode or higher.
07-03-2001, 03:09 PM
I figured it out!!!!!!!!!!!!!! :)
i was geting good fps but it neaded a cast.
(I think its called a cast - when you do this - (float) - to convert it to somthing)
Powered by vBulletin® Version 4.2.2 Copyright © 2014 vBulletin Solutions, Inc. All rights reserved.