On 10.01.2007 19:13, Pablo Martin wrote: > Indeed, if the video is PO2 it is rendered,
Depending on the actual values, one of the dimensions may be mapped to the next lower power of two, and a Blit() would hence blit an area bigger than the texture, which will cause glTexSubImage (the underlying API) to fail. If a video is to be used in a map, using PO2 is adviseable anyway. If it's to be used for showing some video (a la cinematics), you can try to get a RECT texture and/or request that the texture is resized towards the next bigger power of two (so you avoid blitting an area exceeding the texture). > but i noticed the method of > blitting from the texture handle is quite slower than changing the > texture target (20 fps against 120 with a 256x256 video). Is this > normal? Make sure the textures are uncompressed ("nocompress" class). Also try disabling mipmaps. > Otherwise seems to me using the other method might help also the > mng textures (which usually slow down scenes considerably). This might > be depending on video card though, but the perfomance drop is pretty > harsh to consider (note blitting from texture handle would be better for > me as it might help with some r<->b switch). If red and blue are flipped, either upload the pixels as BGRA8888 or ask ffmpeg to provide the data in a more appropriate format. ('PIX_FMT_RGBA32' seems to resolve to storage as BGRA. The ffmpeg docs prolly help with picking the right format: http://cekirdek.pardus.org.tr/~ismail/ffmpeg-docs/avutil_8h.html#33d341c4f443d24492a95fb7641d0986.) -f.r.
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