Class
Accessible
Camera.Memory.SetActive
Syntax
uEye.Memory.SetActive(int s32MemId)
Description
Makes the specified image memory the active memory. Only an active image memory can receive image data. When you call Freeze(), the captured image is stored in the image buffer.
In the Direct3D modes, there is no need to set an image memory. |
If the specified image memory is set as active memory, a previously created sequence list is deleted and a new sequence list is created with this image memory. If image memories of the already existing sequence list are locked by the user and thus signaled as used, the image memories cannot be removed from the sequence list. So the sequence list is not deleted. Therefore, before calling SetActive(), all image memories locked using Lock() have to be unlocked using Unlock() first.
Parameter
•s32MemId: Image memory ID