On Mar 23, 2012, at 1:03 AM, Larry Gritz wrote:

> Hey, how does that work?  Has anybody here written a good playback app 
> before?  (I haven't.)  The one I use at work, for example, seems to be able 
> to play back essentially infinite amounts of video (I've certainly made it 
> play tens of seconds, maybe minutes), and it doesn't appear to be showing me 
> a lossy of lower precision image than when I view the stills, nor do I ever 
> notice it pausing to refill a buffer (other than when it first starts up).  
> So do apps like this work, particularly when the full image stack would 
> exceed RAM?

I've written one (Although I'm not sure I'd go as far as calling it 'good') and 
it is hard.  The trick is to try to keep data streaming from disk to memory, 
decompressing and from memory to the gpu as fast as the hardware will let you 
and all at the same time - so think threads, careful caching/memory management 
and a certain amount of operating system and video driver voodoo.  Dealing with 
different GPUs with different capabilities just makes it harder still.  That's 
why we're more than happy to pay for RV rather than write another one ;)

> Anyway, doing this well is certainly a good sized summer project, don't fool 
> yourself into thinking it's going to be a simple modification of the current 
> timer and adding a couple buttons.

I definitely agree with Daniel - we should limit the initial scope of this 
project to being a in-memory flipbook, and add to it if we get that far (hey, 
did someone say quicktime support?)
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