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In the days of AGP, when the CPU talked directly to the GPU, it always used the base PCI protocol, which happened at the "1x" rate (always and inevitably). First of all, a lot of "common knowledge" is based on some facts that no longer really apply. There are a couple of things to keep in mind here. Everything else should be the same as the input AM_MEDIA_TYPE. You need to now set VIDEOINFOHEADER::bmiHeader.biWidth and biHeight to the biHeight and biWidth (respectively) of the input media sample. You can thus cast the pbFormat member of AM_MEDIA_TYPE to either a VIDEOINFOHEADER or a VIDEOINFOHEADER2 (Depending on the FormatType). You then need to find out what the formatType is (Probably FormatType_VideoInfo or FormatType_VideoInfo2). To solve 2 you need to get the AM_MEDIA_TYPE of the input sample. Of course without step2 this will look completely wrong. So you step through each x and y calculate the position that way and then write it to "y + (x * Height)".
![gdi directdraw gdi directdraw](http://www.yaldex.com/games-programming/FILES/05fig01.gif)
You can calculate the position of a pixel by doing "x + (y * Width)". There are 2 things you need to do to the sample to get it to do what you want.Ä¢) You need to tell the media sample that the sample is now Height x Width instead of Width x Height.Ä«ear in mind that the final image will have exactly the same number of pixels. Well if you look at the EZRGB24 sample you get the basics of a simple video transform filter. Reverse their order to get the bytes to put in the ID value.
Gdi directdraw 64 Bit#
To get the required DirectDraw ID, run the program and then check this registry key: HKEY_LOCAL_MACHINESOFTWAREMicrosoftDirectDrawMostRecentApplicationĪgain, if you're on a 64 bit system and the program you're doing this for is a 32-bit one, add the "Wow6432Node" after "Software".
Gdi directdraw full#
Since online resources are fleeting, though, here's the full explanation: Look for "scrambled colours" on that page and you'll get to the part with the fix you need. Someone actually found a registry entry fix for this, here:
Gdi directdraw windows#
Question: is there a way to get a "real" exclusive palette, which completely disallows other applications changing the Windows palette as long as our game retains focus? However, there is still perceivable flickering when an application tries to steal the palette, which is especially prominent during fades. SetSystemPaletteUse and calling SetPalette on the primary surface helped some more. I found that setting the GDI palette (using Create/SelectPalette) before setting the DirectDraw palette (using IDirectDrawPalette::SetEntries) would restore the palette after it became corrupted (WM_PALETTECHANGED handler). Some time ago I just started trying random things in hope of finding a solution.
Gdi directdraw update#
Users found that stopping some services (Windows Update and the indexing service) also resolved the problem on some configurations. In Windows 7, not even this workaround worked any more. Sounds ridiculous, but it worked - in most cases. In Vista, a workaround that often worked was to open any folder (Computer, Documents, etc.) and leave it open while running the game. The WM_PALETTECHANGED parameters point towards CSRSS and the desktop window. The problem got worse when we found out that Windows Vista (and 7) does it "by itself".
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A few update versions ago we added logging (just log the window title/class/process name), which helped users identify offending applications and close them. We can (sometimes) detect when this happens by processing the WM_PALETTECHANGED message. The problem is, some applications running in the background sometimes try to change the system palette while the game is running, which results in corrupted graphics. We're maintaining an old video game that uses a full-screen 256-color graphics mode with DirectDraw.