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Dark GDK / Slow loading with dbLoadAnimation

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dbGamerX
16
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Joined: 23rd Nov 2007
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Posted: 14th Dec 2007 01:28
I was experimenting with dbLoadAnimation yesterday... It was horrible =P

The VC++ Watch window indicated that *szFileName was actually being imported into the RAM. Is this true or is this something on my computer?

It takes forever to load an AVI animation (it\\\'s 7.3 MB but I waited 10 minutes on the debug screen- something should have happened by then). I tested it with some simple code:


I have the file in the correct location (the source folder that has main.cpp in it). I also tried playing the video from the while loop too. It takes forever.

Last question (I\\\'m sorry I\\\'m asking so many questions): Is there a way I can play the video off the hard drive, or do I have to use a 3rd party lib?

Thx
dbGamer

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dbGamerX
16
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Posted: 14th Dec 2007 01:41
Srry for the dbl post buy why is it adding \\\ after every apostrophe?

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SunDawg
19
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Location: Massachusetts
Posted: 14th Dec 2007 03:12
DirectShow is no longer part of DirectX, or so I hear. That command, dbLoadAnimation(); doesn't work now.

http://ffstudios.110mb.com
My site, for various stuff that I make.
dbGamerX
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Posted: 14th Dec 2007 13:19
WHAT? Why would they do that? Are TGC trying to make their engine worse or something? No wonder it said identifier not found when I tried debugging it.

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dbGamerX
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Posted: 14th Dec 2007 13:25
Sry for the dbl post (they should add an edit feature), but I think I know why: you would have to compile the whole animation library along with a Platform SDK... That would be a pain.

Anybody know any 3rd party lib that can do this?

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monotonic
18
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Location: Nottinghamshire, England
Posted: 14th Dec 2007 13:32 Edited at: 14th Dec 2007 13:34
There is an edit feature, watch.

Look at the header on my post.....

There is a link on your posts underneath your name on left <----

The Sun is trying to kill me!
dbGamerX
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Posted: 14th Dec 2007 18:36
I see it now... I feel

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jason p sage
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 14th Dec 2007 19:13
Benjamin
21
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Joined: 24th Nov 2002
Location: France
Posted: 14th Dec 2007 19:17
Quote: "WHAT? Why would they do that? Are TGC trying to make their engine worse or something?"

What do you mean why would they do that? TGC didn't make DirectX, it's not their choice.

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jason p sage
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Location: Ellington, CT USA
Posted: 14th Dec 2007 19:20
Quote: "TGC didn't make DirectX, it's not their choice."


Yes it is. There's a conspiracy! No Animations unless we grovel!

SunDawg
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Location: Massachusetts
Posted: 15th Dec 2007 03:47
I think you'd be best of trying to use another library for AVI. I hear talk that MSvfw32.lib has some kind of functions for AVI. This site shows a program someone had written to play AVI. It was made with Dev-C++, but that's just like any other IDE. (My personal favorite, actually )

http://www.daniweb.com/code/snippet95.html

http://ffstudios.110mb.com
My site, for various stuff that I make.
dbGamerX
16
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Posted: 15th Dec 2007 05:43
@SunDawg: Ah, thx for your help but I was hoping for a simple library or script that plays an AVI at the specified size and coordinates. Nothing fancy like that

@Benjamin: Don't forget that the Platform SDK and Windows Vista SDK still have DirectShow. But, how do I make Dark GDK realize that it still has access to DirectShow with the Windows SDK?

@jason: Rock on, lol!

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jason p sage
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Posted: 15th Dec 2007 12:29
Hi DbGamerX - Rock On!

Quote: "Don't forget that the Platform SDK and Windows Vista SDK still have DirectShow. But, how do I make Dark GDK realize that it still has access to DirectShow with the Windows SDK?
"


I read from Mr. Johnson - TGC Lead Dev etc - in another thread - something to that effect - and that you have to go through some "steps" to make it work. So - I'm just confirming that it can be done - for sure - But I'm guessing you'd have to so some device context copying bltblipping or whatever to more or less move the "image" you want to a "Surface" in DirectX - (Like a memblock equiv?) or something so that DarkGDK could reference it. Additionally - the sound might be a trick.

This may be why they were going to "Revisit this at a later date.".

dbGamerX
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Posted: 15th Dec 2007 13:19
Yep, he's right. Those steps are risky- they can screw up Dark GDK

I wonder when they will revisit this? I hope the next release

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