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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Mon Feb 15, 2010 9:50 pm Post subject: |
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my think whas more around gnash, the gpl flash implementation. but probably gnash have some true horrible dependenciaes... |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Mon Feb 15, 2010 10:27 pm Post subject: |
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Spike wrote: | You can supposedly do the texture uploads in a separate thread. On modern dual core cpus, you'd be just wasting it otherwise.
And yeah, most videos animate at 24 frames per second or so. its a bit pointless to upload it when its not changed
more seriously though, if you're uploading 3 lightmaps 10 times a second, a video isn't much worse. Yes, there's a performance hit, but the upload itself will give a limited performance drop. You'll not halve the framerate, although decoding it could. Threads ftw. |
The big problem would be mipmapping, especially with larger res videos (that aren't power of 2 dimensions) and on hardware that doesn't support hardware generated mipmaps. A separate thread for each currently active video would probably do it alright, but I suspect that owners of older or slower hardware need not apply. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Mon Feb 15, 2010 10:38 pm Post subject: |
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It's not 100% mandatory to mipmap in-game consoles. SIN didn't do it for one thing. Duke3D probably didn't either. You can "fade" the consoles to a generic texture when the view is a certain distance away. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Downsider

Joined: 16 Sep 2008 Posts: 477
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Posted: Mon Feb 15, 2010 10:50 pm Post subject: |
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LETS PUT FLASH IN FLASH QUAKE!
It wouldn't be super hard, just generate a movieclip, point it to the SWF file, and superimpose it on the scene  |
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