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Re: Drawing on Another App's CGDisplayCapture
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Re: Drawing on Another App's CGDisplayCapture


  • Subject: Re: Drawing on Another App's CGDisplayCapture
  • From: Mike Paquette <email@hidden>
  • Date: Thu, 22 Mar 2007 09:44:40 -0700


On Mar 22, 2007, at 9:15 AM, Ben H Kram wrote:

My group films lectures for Distance Education.
I wrote a little app that monitors Keynote and writes a timestamp to a file for every slide viewed.
This is a great aid to our producers when they time sync the presentation to video.


The videographers really would like some indication that this is running when they see the first couple of slides from behind the camera.
I was hoping to create a cue-mark superimposed on an upper corner of the screen to show this.


I am assuming that Keynote uses CGDisplayCapture() to grab the display. If I try to do the same when Keynote is in presentation mode, I get a kCGErrorNoneAvailable, which I would expect.

Is there any way to write on another app's CGDisplayCaptured screen? Perhaps at a lower level in the API?

That's an interesting application. Neat idea.

Alas, writing to another app's captured screen is fraught with peril. If the app is simply drawing to display memory, there's nothing to guarantee that what you write won't be overwritten.

If the capturing app is using OpenGL in a full screen context, there is even more confusion possible, as OpenGL may put the framebuffer at a different address than another program might see, and as the OpenGL context flushes, the active framebuffer may change (page flipping, or full screen buffer swaps happening). Full screen OpenGL contexts also may alter pixel addressing through address coherency tricks like microtiling. The exact device state at any time isn't' visible to other processes, so there would be no easy way to synchronize your drawing with the capturing app's drawing.

	Mike Paquette

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 >Drawing on Another App's CGDisplayCapture (From: Ben H Kram <email@hidden>)

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