the ffmpeg flug-in does not currently support variable playback speed, it appears.
I was also having issues with incorrect timestamps being reported close to the end of replaying some animations. I may actually look intp WebP and animated PNG, thanks, Christian 2015-01-09 21:01 GMT+01:00 Sergey Kurdakov <[email protected]>: > Hi Christian, > > just wonder, not knowing your needs, but anyway > > why wouldn't you use ffmpeg plugin? > > it supports animated WebP/jpeg video ( though webm vp8/vp9 video might > also suite your needs) > http://www.phoronix.com/scan.php?page=news_item&px=MTg1NDQ > > which is better than gif according to > > > https://zoetrope.io/tech-blog/beyond-jpeg-videos-and-emerging-image-standards > > Regards > Sergey > > > On Fri, Jan 9, 2015 at 5:04 PM, Christian Buchner < > [email protected]> wrote: > >> >> In our case it's overlay animations consisting of hundreds of frames. >> These show some kind of animated plots or illustrations on top of our 3D >> renders. Some animations now take two seconds to load and they consume >> hundreds of MBs of RAM. So I guess I will have to address that problem at >> the root (the plug-in). >> >> Christian >> >> >> >> 2015-01-09 12:53 GMT+01:00 Robert Osfield <[email protected]>: >> >>> Hi Chrisitan, >>> >>> How big gif's are you trying to handle. >>> >>> With the gif plugin my assumption has been the the aninated gifs would >>> be small enough that storing in memory wouldn't be that costly. >>> >>> I have no objection to having a separate thread handle reading as an >>> option - if you are willing to code it. However, it's not a big issue >>> w.r.t memory usage then I'd say just live it as is. >>> >>> Robert. >>> >>> On 8 January 2015 at 15:51, Christian Buchner < >>> [email protected]> wrote: >>> >>>> Hi, >>>> >>>> there's a couple of things I noticed with the GIF plugin. >>>> >>>> When it encounters animated GIFs, it will decode the entire animation >>>> into a sequence of images in RAM. This process appears to be synchronous >>>> (it blocks the calling thread), and it will consume a lot of memory. >>>> >>>> I was wondering if there is any interest in improving this. >>>> >>>> For example we could shift the decoding to when an image is actually >>>> supposed to be rendered to screen. We still need to make an initial first >>>> pass over the file in order to determine the total number of frames and >>>> their respective playout timestamps - but I think we could skip the >>>> decoding pass. >>>> >>>> Christian >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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