I've also been working silly hours - In work at 8:30am (Out the house at 7am), out of work around 9:30 - 10:00pm (Home around 11:30pm), oh the joy of alpha-related crunch [sad]
I'm currently doing work on the bus too; writing a tool to do batch conversions from 8-bit, 4-bit or 1-bit bitmap images into DS format for storyboard sequences, since there's not enough time for me to do my assigned tasks and eat/sleep...
To answer some points from various previous journal entries:
Quote: Original post by undeadI'm on Vista if that makes any difference?
That's weird! My only call to SetD3DDevice is inside the allocator/presenter class. I tried 5 minutes ago with d3d9 set to debug runtimes via DirectX control panel and compiling my project in debug. I can step through my code, I get S_OK as the return value and the final rendering is just fine.
Quote: Original post by undeadMultiple devices is even worse than multiple threads [smile]. The GPU is single-threaded, so you have to do some marshalling to combine input from multiple threads / processes / devices into one path for the GPU.
I'm not a DirectShow expert but if a video renderer is the default on a specific platform (i.e. EVR on Vista) doesn't that mean another device is automatically created?
Quote: Original post by MoeYup, exactly, except the credit expires at the end of the award year, so you need to spend it by then.
So what exactly are these MVP bucks that you guys speak of? Some sort of Microsoft Store Only credits that you get for becoming an MVP?
Anyway, this has finally finished compiling. Back to work again...
Apprently there were some people there who were at the Edinburgh gig as well :o