I’ve made my initial implementation of the Direct3D component based on the 1.9 code base and the OGL component. The only problem I have at the moment is that, once the component is working, the rest of the window is black. There are a couple of things I dun’t fully understand in the OGL component, suchs as what the componentParentHierarchyChanged does exactly. Also noticed the QuickTime masking is different than the OGL, but I dont fully understand why.
Now I have to change quite a few files to incorporate the D3D component. Eventually requireing tinkering when ever I change to newer code base. Could it be possible to have some kind of base class for this kind of components which need masking?
I noticed one rather interesting thing as well, if I copy (ctrl+C) text from the demoapp source window and paste it in visual studio, it will not compile. The editor displays it correctly, but the compiler does no understand it.
I think this is the problem I mentioned earlier in the Windows forum too. At least the end of line seems to be non standard (paste the text into Notepad for example).
Correcting the EOLs and reformatting the code in VS helps a little, but sometimes I still get very strange errors, like commenting one line of code will result error complaining missing ‘}’, the original line being:
canvas->setBounds (10, 200, getWidth() - 20, getHeight() - 230);