Karl Phillip wrote:
I wrote a MNG player using DirectFB 1.0.1 a while ago that used a
threading system. You must use surface lock()/unlock() when working with
threads whenever a thread needs to write/read a shared surface.
*Lock* (IDirectFBSurface * thiz, DFBSurfaceLockFlags flags, void **
ret_ptr, int * ret_pitch);
*Unlock* (IDirectFBSurface * thiz);
Lock/Unlock() are just for checking out the pixels.
Using an IDirectFBSurface as a source should be safe from another thread
without using sub surfaces.
--
Best regards,
Denis Oliver Kropp
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