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- DirectShow SDK Samples README
- ------------------------------
-
- The DirectShow SDK samples are subdivided into directories according
- to their major function:
-
- BaseClasses
- BDA
- Capture
- Common (shared source files)
- DMO
- DVD
- Editing
- Filters
- Misc
- Players
-
- There are also several Visual Basic samples in the VBSamples\DirectShow
- directory. Even if you are exclusively a Visual C++ developer, we recommend
- that you review the Visual Basic sample executables, which are accessible from
- the SDK's "Visual Basic Samples" Start Menu folder. Applications like
- SlideShow and Trimmer demonstrate many DirectShow Editing Servies (DES)
- capabilities that are not yet demonstrated in C++ samples. The DexterVB tool
- is also useful for exploring and visualizing XML timelines used with DES.
-
-
- Setting up the build environment
- --------------------------------
- In your Visual C++ build environment, be sure to set your Include and Lib
- directories to point to the DirectX 8 SDK's include and lib path.
- The DirectX 8 SDK directories must be the first directories in the search path.
- Otherwise, you may encounter linker errors, as you would continue using
- the headers and libraries supplied with Visual C++ or with an earlier version
- of the Platform SDK.
-
- Building the ASFCopy sample additionally requires the Microsoft Windows Media
- Format SDK and a valid software certificate. The SDK download page is located
- at http://msdn.microsoft.com/workshop/imedia/windowsmedia/sdk/wmsdk.asp, with
- links to the SDK itself and information for obtaining a certificate. Once
- installed, the ASFCopy project link settings (or alternatively Visual C++
- Tools->Options->Directories library path) must be updated to add the path for
- WMStub.lib and WMVCore.lib provided with the Windows Media Format SDK.
-
- For more information, see "Setting Up The Build Environment" in the
- "Getting Started" section of the DirectX 8 documentation.
-
-
- Building the Samples
- --------------------
-
- There are two ways to build the SDK samples:
- 1) Using the DShow.DSW Visual C++ workspace
- 2) Building individual projects within their VC++ workspaces
-
-
- Using the Workspace:
-
- The easiest way to build the samples is to open the DShow.DSW workspace,
- which is installed to the DirectShow samples root directory. This workspace
- includes references to each of the project files for the individual samples.
- You can select a project (in the FileView pane) and right-click to display a
- build menu for the project. Select 'Build' to build a project and its
- dependencies. Note that if you select 'Build (selection only), you will not
- automatically build any dependencies (like the base classes, if required).
-
- You can also build or rebuild all of the projects together by selecting
- 'Build->Batch Build' from the Visual C++ main menu. Projects included in
- this workspace know their dependencies and will build them if needed.
-
- Some of the projects listed in the FileView pane do not build applications,
- but instead build support libraries used by other projects within the main
- workspace. For example, the GargleDMO sample depends on the 'ControlBase'
- and 'MedParamBase' projects that are contained within the workspace.
- If you build GargleDMO, Visual C++ will automatically build the
- ControlBase and MedParamBase libraries if they need to be built, and those
- libraries will be linked into the GargleDMO DLL.
-
-
- Building Individual Projects:
-
- You can open any of the provided project or workspace files in Visual C++
- if you want to build, modify, or debug an individual sample. If you build
- outside of the DShow.DSW workspace, however, you might need to first build the
- DirectShow Base Classes, which are installed to the "BaseClasses" directory.
-
- The DirectMedia 6 SDK installed binaries for the BaseClasses
- (as strmbase.lib and the debug build, strmbasd.lib), which were compiled versions
- of the base classes previously installed into the SDK's classes\base directory.
- DirectX 8 ships the source code for these base classes as a sample project,
- which allows you to modify the classes and build them with Visual C++.
- Since many of the samples (especially the sample filters) need to link with
- STRMBASE.LIB (or STRMBASD.LIB), you must first build the base classes
- to allow you to build other sample filters and applications that use them.
-
- Don't forget to build both Debug and Release versions of the BaseClasses
- project if you intend to build both Debug and Release versions of the samples.
-