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 >>>>> >>>>> >>>>> _______________________________________________ >>>>> 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 > >
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