On Saturday 04 May 2002 3:39 pm, Christian Berger wrote: > Jason Wood schrieb: > > On Saturday 04 May 2002 1:40 pm, Christian Berger wrote: > > > > To be honest, the last several formats that we've been throwing > > > > around now are basically the same idea, with different amounts of > > > > syntactical sugar thrown on top. I'd pick the one that looks easiest > > > > to parse, so that you can concentrate on the main task of actually > > > > cutting files together, rather than trying to figure out what your > > > > supposed to be cutting ;-) > > > > > > Well the right format is extremely important. I'd go with my last > > > suggestion. Splitting the cutting into "sceenes" might be the best > > > idea. The problem is I still have to learn quite a lot of C, I'm not > > > really fammiliar with it. > > > > I was talking not so much about things like scene tags/commands, rather > > things like making sure that the actual syntax is easy to parse - > > remember that this file will be written by another computer program 90% > > of the time (and the other 10% will be debuging :-) so there's no need > > for adding any special syntax just to make the file easier to read and > > write for humans. Saying that, I think comments would probably be worth > > adding, and if we strictly define that each line contains a seperate > > command, everything becomes a lot simpler to parse. > > Actually such scene tags/commands are essential. A scene means a special > setup of effects and inputs. If you want to break the structure of your > effects (your effect "tree") you have to start a new scene. It's the > only way of doing something like that which comes to my mind and still > stay sane. So "scenes" are essential, but adding an identifier is purely > for debugging (as well as nice progress indication). Inside a scene > nothing changes, all used streams will advance by the same amount of > time. (we might want to specify what streams are used in this scene) > Scenes are monolithic blocks, which don't need anything from other > blocks. So we could render several scenes in parallel and use another > project to stitch the results together.
Agreed. Do you want to have a go at coming up with a specification for the file format? I don't think there's much more room for discussion at this overview level - I think we need to go into more specific details of the file format now. > Servus > Casandro Cheers, Jason -- Jason Wood I knew I needed a break when I typed <Esc>:q! to close konqueror
