Re: Movie file as texture

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Cahya Wirawan (cwirawan++at++email.archlab.tuwien.ac.at)
Sat, 11 Apr 1998 20:55:10 +0200 (MDT)


On Thu, 9 Apr 1998, Harri Kaimio wrote:

> Hi Performers!
>
> This is not Performer specific, but I wonder if anyone has used a
> JPEG-compressed movie file as a texture map with the old compression
> library. This seems to be easy using dmbuffers, but my application must
> run on 6.2 and they were not available until 6.3 (I think)
>
> What I have done: I have a separate thread in which I read the JPEG data
> and decompress it using Impact Compression card. I then load the
> uncompressed frames to texture map in draw callback (using
> pfTexture::subload). This works, but it CL uses the old IRIS GL pixel
> format XBGR (although it calls it RGBX!)
>
> I tried to call
> _texture->setFormat( PFTEX_INTERNAL_FORMAT, GL_ABGR_EXT );
> when I defined the texture, but I got only a blank texture. Is this the
> right way to set the texel format, or should I do something else? Also,
> is there a fill rate penalty when using GL_ABGR_EXT texel format
> compared to RGBX? I am already fill rate limited so this would be bad.
>
> I would appreciate any ideas. What I really need is to display an
> 512x512 animated texture map (RGB, 8 bit per component) on High Impact.
> The animation has about 100 frames and must run 25 fps, so I guess that
> storing it uncompressed on disk or in memory is not possible.
>

Hi,

I have the same problem with movie texture in performer. it always use
XBGR although I used RGBX, but in my case I just need maximal 256x256
movietexture (RGB,8bit per component), so I just copied the imagebuffer
(from mvRenderMovieToImageBuffer) to imagetexture (convert RGBX to XBGR).
The result is not so bad for this resolution, but for 512x512 is too slow
with my r10000 impact (reading the moviefile and copying to imagetexture
is in separate process too).

cahya wirawan

cwirawan++at++email.archlab.tuwien.ac.at

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