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> Both solutions don't affect VideoPlayer for the regular engine in any sense. Postprocessing used only in sword1/2, <br><br>...and some other engines outside the main tree (e.g. asylum, for Sanitarium)<br><br>>and easily could be ported (by changing prototype and adding one line of the parent videoplayer::render call). I think that overriding render() is better because your post-processing operations should not be limited to the piece of the locked screen memory. <br><br>The post processing code was implemented like this for games which want to modify the current video frame after it has been processed, but not yet shown on screen. This has been used tor rendering subtitles on screen.<br><br>> Another questions for the setFrameLocation() is: *when* will you call it? VideoPlayer quite limited and basically have only one method: play(). You cannot call it from post-process because first frame would be already rendered. Another virtual callback onPlay()? Default 'uninitialized' values for the x/y position? Sounds ugly. :(<br><br>Could be something like: if x and y are -1, then draw the frame centered on screen (like now), if not, draw the frame at the requested location<br><br>> As I said before: I have to deinterlace 640x240 video in performpostprocess(), so it should not be vertically centered when VideoPlayer calls performPostProcessing, or I have to deinterlace it with two tricky loops from the Y-center point to the upper and lower positions. (I think it's not good for the CPU caches/prefetching too). Also I sticked with screen width/height/pitch here. <br><br>Hm, perhaps it would be just easier to override the method which returns the video height then, to account for deinterlacing? Sounds easier than jumping through hoops, and the deinterlaced frame will be shown properly centered :)<br><br>Regards<br>filippos<br> <br /><hr />Your E-mail and More On-the-Go. Get Windows Live Hotmail Free. <a href='http://clk.atdmt.com/GBL/go/196390709/direct/01/' target='_new'>Sign up now.</a></body>
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