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authorRémi Verschelde <rverschelde@gmail.com>2019-09-20 17:09:05 +0200
committerGitHub <noreply@github.com>2019-09-20 17:09:05 +0200
commitfdc2463a1ba6de47c13d976105153cfaa19b86d6 (patch)
treef4b714c1895c7a621d7ed76e61939e70d24392f1 /platform/windows/camera_win.cpp
parent6f10e994fbf282e4e9db0a5988884c50a15849c3 (diff)
parent91ecd7b6a679edeaee6b6ac147074c80d2bd30f6 (diff)
Merge pull request #32150 from luzpaz/typos
Fix misc. source comment typos
Diffstat (limited to 'platform/windows/camera_win.cpp')
-rw-r--r--platform/windows/camera_win.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/platform/windows/camera_win.cpp b/platform/windows/camera_win.cpp
index b97796fe89..10787d0d0a 100644
--- a/platform/windows/camera_win.cpp
+++ b/platform/windows/camera_win.cpp
@@ -30,9 +30,12 @@
#include "camera_win.h"
-///@TODO sorry guys, I got about 80% through implementing this using DirectShow only to find out Microsoft deprecated half the API and its replacement is as confusing as they could make it
-// Joey suggested looking into libuvc which offers a more direct route to webcams over USB and this is very promissing but it wouldn't compile on windows for me...
-// I've gutted the classes I implemented DirectShow in just to have a skeleton for someone to work on, mail me for more details or if you want a copy....
+///@TODO sorry guys, I got about 80% through implementing this using DirectShow only
+// to find out Microsoft deprecated half the API and its replacement is as confusing
+// as they could make it. Joey suggested looking into libuvc which offers a more direct
+// route to webcams over USB and this is very promising but it wouldn't compile on
+// windows for me...I've gutted the classes I implemented DirectShow in just to have
+// a skeleton for someone to work on, mail me for more details or if you want a copy....
//////////////////////////////////////////////////////////////////////////
// CameraFeedWindows - Subclass for our camera feed on windows
@@ -69,7 +72,8 @@ bool CameraFeedWindows::activate_feed() {
return true;
};
-///@TODO we should probably have a callback method here that is being called by the camera API which provides frames and call back into the CameraServer to update our texture
+///@TODO we should probably have a callback method here that is being called by the
+// camera API which provides frames and call back into the CameraServer to update our texture
void CameraFeedWindows::deactivate_feed(){
///@TODO this should deactivate our camera and stop the process of capturing frames