RE: Video codecs
"Ivan-Assen Ivanov" <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
> The problem with Microsoft's API is that they didn't have non-file-based > playback in mind and it doesn't have a clean way to loop > video. If you store all of your game data in a game database, then > streaming data into the decoder can be a pain. Microsoft just assumed that > developers would have WMV files laying around that you would just point their > decoder at and let it go. Also, looping isn't easily accomplished because of > the same reasons. I can't comment on looping, since we haven't attempted anything more complex than the "play this movie" interface, but implementing the IStream interface to feed DirectShow off your packfiles is trivial - it takes less than 100 lines of code code for us. When I said Microsoft MPEG-4 v2, I was not talking about WMV files, but of plain old AVIs containing MPEG-4 encoded content. WMV provided better quality, but failed to use hardware stretching when playing back on some videocards, resulting in choppy playback. (Maybe it's better to switch to 640x480 when playing movies anyway.) ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557