How to draw on a^played movie

Hi!
In the software i’m designing i have to play some movies (from the hd or a
net or a camera). But i also have to draw on this movie… I manage to get
one point on the movie… but since i blit the surface in which the next
image is and the screen i lost my points…
don’t know what to do.

I also got another question…
My computer doesn’t support double buffering (if what the soft says is to be
believed)… I tried to updaterect(screen ,0,0,0) and it doesn’t change the
efficiency of the video’s display. why ?

Thx_________________________________________________________________
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if you use SDL_DisplayYUVOverlay to paint the “surface”, then what i do is:
do not link overlay to screen but to another surface like this

// assume you are not scaling SMPEG_getinfo(mpeg, &info); tmpScreen=SDL_CreateRGBSurface(SDL_HWSURFACE, info.width,info.height, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask,screen->format->Bmask, screen->format->Amask); SMPEG_setdisplay(mpeg, tmpScreen, NULL,empty_Update);

// i have to render frame but you can include it into update callback function
// (empty_Update) without renderFrame when you use just play.
SMPEG_renderFrame(mpeg,currentFrame);
SDL_BlitSurface(tmpScreen,NULL,dst1,NULL);
// …
// paint something else on it
// …
SDL_Flip(screen);

That means that you call SDL_DisplayYUVOverlay to paint into some surface and then blit it into screen.

if somebody knows better way, the it might to help me too.

bye
maoOn Sun, Mar 17, 2002 at 08:13:55PM +0000, olivier caignart wrote:

Hi!
In the software i’m designing i have to play some movies (from the hd or a
net or a camera). But i also have to draw on this movie… I manage to get
one point on the movie… but since i blit the surface in which the next
image is and the screen i lost my points…
don’t know what to do.