QT Movies playing roughly
Jan Schenkel
janschenkel at yahoo.com
Tue Feb 4 11:40:01 EST 2003
--- Graham Samuel <livfoss at blueyonder.co.uk> wrote:
> On Tue, 4 Feb 2003 04:44:32 -0800 (PST) Jan Schenkel
>
> <janschenkel at yahoo.com> wrote:
> >
> >Hi Graham,
> >
> >A few things spring to mind:
> >- Is it possible that another object overlaps the
> >player ?
> >- What's the setting of the 'alwaysBuffer' property
> of
> >the player and the stack ?
> >
> >Jan Schenkel.
>
> Hi Jan
>
> Thanks for the interest. The alwaysBuffer of the
> mainstack, the
> substack in question and the player objects are all
> set to true. I'm
> not sure what you mean by 'overlap', but naturally
> as the user drags
> the player object it passes across a number of other
> objects -
> usually rectangular graphics without scripts in
> them. The players
> never enter each other's space, as it were, although
> they are
> sometimes asked to play simultaneously (this doesn't
> seem to be a
> problem in itself).
>
> Do underlying objects get messages saying the
> drag/grab is taking
> place? If so, I could try to investigate these.
>
> So far then, no real answer - but thanks again.
>
> Graham
> --
Hi Graham,
Even though buffering eliminates flicker, it takes up
cpu-time and memory, so that may actually be slowing
the display down, especially in low-memory situations
where the OS has to swap memory to hard disk.
As for overlapping: what I mean is if one of the
rectangles goes straight 'through' a player object ?
Because then RunRev has to do extra work: it has to
get the frame from QuickTime, and then draw the piece
of rectangle over it, and it has to do it every frame
it shows.
>From what you describe here, you have quite a
resource-hungry setup, with player objects that are
moving around the screen, more than one playing at the
same time. That's a lot of buffering and redrawing. So
I think you should really consider Chipp's suggestion
regarding animated gifs.
After all, the individual frames can be easily
extracted from that type of file, unlike movie
compression formats, which usually rely on complicated
algorithms which only act on the pixels that are
different between two frames.
Jan Schenkel.
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