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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