Thanks for that. I added auto refresh support for movie as well, now the movie texture updates in the 3D view. The auto_refresh option must be turned on on the Texture channel. This feature is very memory hungry: all the images loaded from the movie are kept uncompressed in memory. This represent a huge amount of memory.
I noticed something that seems wrong: the Blender frame number is used directly as a movie frame number without consideration for possible difference in frame rate between Blender and the movie. It guess the movie should instead play at its normal speed in the animation. /benoit On Sat, 13 Feb 2010 14:09:30 +0100 (CET) Ton Roosendaal <[email protected]> wrote: > > Revision: 26867 > > http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=re > v&root=bf-blender&revision=26867 > Author: ton > Date: 2010-02-13 14:09:30 +0100 (Sat, 13 Feb 2010) > > Log Message: > ----------- > Added support for animated texture draw, GLSL textures. > Note, this is not like GE ffmpg, but Blender Image Texture > display for GLSL materials. Speed can be disappointing, use > smaller images for realtime edits. > > Modified Paths: > -------------- > trunk/blender/source/blender/blenkernel/intern/image.c > trunk/blender/source/blender/editors/include/ED_image.h > trunk/blender/source/blender/editors/screen/screen_edit.c > trunk/blender/source/blender/editors/space_image/image_ops.c > trunk/blender/source/blender/editors/space_view3d/space_view3d.c > trunk/blender/source/blender/gpu/GPU_draw.h > trunk/blender/source/blender/gpu/intern/gpu_codegen.c > trunk/blender/source/blender/gpu/intern/gpu_draw.c > trunk/blender/source/blender/gpu/intern/gpu_extensions.c > trunk/blender/source/blender/gpu/intern/gpu_material.c > trunk/blender/source/blender/makesdna/DNA_image_types.h > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
