Hi!
I'm trying to run a video on a texture surface and use it in my engine.
I have to use a separate render loop (not presenting in AP's PresentImage), so my fps is not locked to the video's fps.
I've made a custom allocator-presenter for VMR9, but I get huge lags, the graph is delaying frames, sometimes it stops rendering for 2-3 seconds and even more (while the sound continues to render). I get this debug error most of the time:
Direct3D9: (ERROR) :Error trying to lock driver surface
This error comes out even when not using the texture! VSYNC is not helping much, except it's making the errors coming rarely, but still most of the frames are delayed or not desplayed at all.
I've spend weeks googling this, asking people, trying different code I have found no answer to this.
I've tried using double buffering (rendering with a texture, getting videodata in another texture), it's the same thing. I come to think it's not a texture surface that the VMR is trying to lock, it's something else.
Any help will be much apreciated!
Thanks,
Pencheff