#include "filexml.h"
#include "guicast.h"
#include "indexstate.h"
+#include "interlacemodes.h"
#include "labels.h"
#include "localsession.h"
#include "mutex.h"
if(debug) printf("EDL::get_use_vconsole %d\n", __LINE__);
// Edit is not a nested EDL
+ Asset *asset = (*playable_edit)->asset;
// Edit is silence
- if(!(*playable_edit)->asset) return 1;
+ if(!asset) return 1;
if(debug) printf("EDL::get_use_vconsole %d\n", __LINE__);
-
// Asset and output device must have the same dimensions
- if((*playable_edit)->asset->width != session->output_w ||
- (*playable_edit)->asset->height != session->output_h)
+ if( asset->width != session->output_w ||
+ asset->height != session->output_h )
return 1;
if(debug) printf("EDL::get_use_vconsole %d\n", __LINE__);
-
-
+// Asset and output device must have same resulting de-interlacing method
+ if( ilaceautofixmethod2(session->interlace_mode,
+ asset->interlace_autofixoption, asset->interlace_mode,
+ asset->interlace_fixmethod) != BC_ILACE_FIXMETHOD_NONE )
+ return 1;
// If we get here the frame is going to be directly copied. Whether it is
// decompressed in hardware depends on the colormodel.