EnergyForm
Newcomer
Every game which use Direct3D or OpenGL has this kind of front frame buffer data update routine. This is very simple example of it.
Renders frame->copy/flip final frame data to front frame buffer->loop this whole process again.
Here comes my question. Is this possible to do?
Renders frame->copy/flip final frame data to front frame buffer->external program can pause this process and copy front frame buffer data to file->loop this whole process again.
I'm newbie in programming and other things but can videocard somehow force program to wait before start to render another frame? Probably programs have some check which checks, has videocard finished rendering single frame before loops again? So it could be possible to delay rendering with modified videocard drivers and prevent program to use frame skipping? I really don't know. :?
It just would had been great to make smooth 30FPS movies from heavy demos. 8)
Renders frame->copy/flip final frame data to front frame buffer->loop this whole process again.
Here comes my question. Is this possible to do?
Renders frame->copy/flip final frame data to front frame buffer->external program can pause this process and copy front frame buffer data to file->loop this whole process again.
I'm newbie in programming and other things but can videocard somehow force program to wait before start to render another frame? Probably programs have some check which checks, has videocard finished rendering single frame before loops again? So it could be possible to delay rendering with modified videocard drivers and prevent program to use frame skipping? I really don't know. :?
It just would had been great to make smooth 30FPS movies from heavy demos. 8)