Hi Christian,

ok I got it,

if anything, if you would  need to change code then ffmpeg has capabilities
to  use filters http://www.ffmpeg.org/doxygen/0.9/filtering_8c-source.html
(setpts filter can control speed
https://trac.ffmpeg.org/wiki/How%20to%20speed%20up%20/%20slow%20down%20a%20video
) to speed up or slow down video.

Regards
Sergey



On Sat, Jan 10, 2015 at 12:09 PM, Christian Buchner <
[email protected]> wrote:

>
> 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
>>>>>
>>>>>
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