Zeratul wrote:If i will not get image every frame, the animation will not be smooth.
Zeratul wrote:Ok. And what about callback function or function of getting direct access to image buffer for a simple bitmap(RGB) ? Will it be completed on this week ?
Zeratul wrote:Can you write a small part of code, how to get only RGB bitmap via the same technique as used for alpha bitmaps, while you have no ability to get direct access?
Code: Select all
m_hwndFlashPlayerControl =
CreateWindow(WC_FLASH,
NULL,
WS_CHILD | WS_VISIBLE,
rc.left,
rc.top,
rc.right - rc.left,
rc.bottom - rc.top,
m_hWnd,
NULL,
NULL,
NULL);
...
SFPCGetFrameBitmap FPCGetFrameBitmap = { 0 };
SendMessage(m_hwndFlashPlayerControl, FPCM_GET_FRAME_BITMAP, 0, (LPARAM)&FPCGetFrameBitmap);
HBITMAP hBitmap = FPCGetFrameBitmap.hBitmap;
DeleteObject(hBitmap);
Zeratul wrote:Thanks! It is working very fast. But still there is a problem with using it. How can I create flash control without window(or hidden). When the game started, it will not be nice, to have a lot of additional windows on the screen, which are playing flash movies.
Zeratul wrote:Can it work the same way as with transparent images? but callback will return RGB images of course. Because there are no real benefits if it is impossible.
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