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You can define a procedure to access QuickTime VR's back buffer.
pascal OSErr MyBackBufferImagingProc (
QTVRInstance qtvr,
Rect *drawRect,
UInt16 areaIndex,
UInt32 flagsIn,
UInt32 *flagsOut,
SInt32 refCon);
Your MyBackBufferImagingProc function is called at the times specified by the flags parameter to the call to QTVRSetBackBufferImagingProc that installed that function as a back buffer imaging procedure. When your function is called, the drawing environment is set up so that you can draw directly into the current graphics world.
If the area of interest wraps around the end of the back buffer, the rectangle specified by the drawRect parameter is in the coordinates of an intermediate buffer that is copied into the actual back buffer when your procedure returns.
You can call the QTVRRefreshBackBuffer function (link) in your back buffer imaging procedure to refresh the current rectangle (that is, the rectangle specified by the drawRect parameter).
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