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uwp/audio-video-camera/screen-capture-video.md

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@@ -26,7 +26,7 @@ The example code shown in this article can be categorized into a few different t
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- **Copying frames** - Frames are copied from the capture frame buffer into a separate Direct3D surface that can be passed to the **MediaStreamSource** so that the resource isn't overwritten while being encoded. Direct3D APIs are used to perform this copy operation quickly.
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### About the Direct3D APIs
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As stated above, the copying of each captured frame is probably the most complex part of the implementation shown in this article. At a low level, this operation is done using Direct3D. For this example, we are using the [SharpDX](http://sharpdx.org/) library to perform the Direct3D operations from C#. This library is no longer officially supported, but it was chosen because it's performance at low-level copy operations is well-suited for this scenario. We have tried to keep the Direct3D operations as discrete as possible to make it easier for you to substitute your own code or other libraries for these tasks.
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As stated above, the copying of each captured frame is probably the most complex part of the implementation shown in this article. At a low level, this operation is done using Direct3D. For this example, we are using the [SharpDX](https://github.com/sharpdx/SharpDX) library to perform the Direct3D operations from C#. This library is no longer officially supported, but it was chosen because it's performance at low-level copy operations is well-suited for this scenario. We have tried to keep the Direct3D operations as discrete as possible to make it easier for you to substitute your own code or other libraries for these tasks.
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## Setting up your project
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The example code in this walkthrough was created using the **Blank App (Universal Windows)** C# project template in Visual Studio 2019. In order to use the **Windows.Graphics.Capture** APIs in your app, you must include the **Graphics Capture** capability in the Package.appxmanifest file for your project. This example saves generated video files to the Videos Library on the device. To access this folder you must include the **Videos Library** capability.

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