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
>
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to