I've said it before, whatever codecs and decoders that ffmpeg supports,
would be supported. I am not doing format support. ;) So its a fruitless
discussion, sorry. I know you really want mjpeg support, but that is not my
area of responsibility, expertise, or inclination. Check and see if ffmpeg
supports it.

-Tyler

On Sun, May 10, 2009 at 10:07 AM, Alexandre Quessy <alexan...@quessy.net>wrote:

> Hi !
> Supporting only MPEG and AVI ?
> Well, first of all, MPEG can be either a codec or a container, whereas
> AVI is a container that can contain many different codecs. This said,
> I guess "MPEG" here refers to the MPEG container. In this container,
> there can be MPEG-2, which is a video codec.
>
> My two cents : I would recommend supporting also the Motion-JPEG codec.
> It is faster to decode in realtime than MPEG-family time-based codecs.
> For a game, a developer would most likely either :
>
> 1) play a movie as a transition betwen game levels.
> MPEG-2, H.263 or H.264 would be best suited for this.
>
> 2) play different frames from a movie to make a character or landscape
> change over time.
> Motion-JPEG or Motion-PNG are best for this, since their compression
> is not time-based, it is faster to decode when reading random-access
> frames.
>
> Hence, in the case #2, motion-JPEG is pretty handy. The picture would
> also look a lot better than with a time-based compression. I think
> there is also a motion-PNG codec, which supports a transparency
> channel. The Animation codec is a lossless codec from Apple that also
> supports a transparency channel. It would nice to have it too. I guess
> ffmpeg supports them all.
>
> Ciao,
>
>
> 2009/5/8 Tyler Laing <trinio...@gmail.com>:
> > Another significant difference I just found is that SDL_ffmpeg has no
> > support for subtitle streams. Supporting subtitle streams is smart, it
> > allows for it to be easier to internationalize games by having the game
> > select the subtitle stream it wants to play. Plus, I like my cutscenes to
> > have subtitles in english, as I'm hard of hearing. :)
> >
> > -Tyler
> >
> > On Thu, May 7, 2009 at 4:59 PM, Tyler Laing <trinio...@gmail.com> wrote:
> >>
> >> Hi Rene,
> >>
> >> Perhaps. But SDL_ffmpeg is a separate project, another dependency.
> FFmpeg
> >> is much more likely to be on someone's system. SDL_ffmpeg also uses a
> >> completely different build system, complicating the process of using it
> >> within pygame. I'm having trouble getting it built against ffmpeg 0.5.0
> and
> >> I can't find any info or instructions on building it. If I'm having
> trouble,
> >> it'll also be difficult for others. Its just not ready for wide-scale
> usage,
> >> in my personal view.
> >>
> >> Like I said, I am definitely leaning towards just using ffmpeg directly.
> >> It also means I have greater control over whats going on, and don't have
> to
> >> try to fiddle and be stopped by the limitations of sdl_ffmpeg.
> >>
> >> -Tyler
> >>
> >> On Thu, May 7, 2009 at 4:33 PM, René Dudfield <ren...@gmail.com> wrote:
> >>>
> >>> Hi,
> >>>
> >>> I think you will end up re implementing many of the things from
> >>> SDL_ffpmeg anyway.
> >>>
> >>> Overlay is pretty good - and is designed for movie playback.  However
> it
> >>> has limitations.
> >>> The C docs are here: http://sdl.beuc.net/sdl.wiki/SDL_Overlay
> >>>
> >>> It's probably a good idea to get basic playback working first, and then
> >>> worry about other features.
> >>>
> >>> SDL_ffmpeg has most of what is needed to remake the current Movie
> module
> >>> using ffmpeg.
> >>>
> >>>
> >>> cu,
> >>>
> >>>
> >>> On Fri, May 8, 2009 at 2:27 AM, Tyler Laing <trinio...@gmail.com>
> wrote:
> >>>>
> >>>> Hello all,
> >>>>
> >>>> I've been looking at SDL_ffmpeg and ffmpeg.
> >>>>
> >>>> There are some considerations for choosing each. SDL_ffmpeg is fairly
> >>>> simple to interact with, load, play, pause a movie. You can interact
> with
> >>>> each frame, and so on. However, SDL_ffmpeg converts every frame from
> YUV to
> >>>> RGB, to make it easier on the programmers to use image manipulation
> >>>> functions and so on. This is a performance hit, for sure. Considering
> >>>> Python's reputation already for being slow, having a movie module take
> that
> >>>> kind of hit will result in a further stain to the reputation, when
> >>>> sometimes, rarely, movies stutter or pause when they shouldn't. It can
> take
> >>>> a long time to recover from a negative reputation.
> >>>>
> >>>> For ffmpeg, it offers much the same capability, but without the SDL
> >>>> conveniences. It does offer far more capability with movie files than
> >>>> SDL_ffmpeg does though. I think, but I'm not sure, that the pygame
> surfaces
> >>>> do not need to have the frames of the movie be in YUV format? Or its a
> quick
> >>>> operation to convert the surface for YUV then back to RGB. Something
> like
> >>>> that, correct me if I'm wrong. So we don't need every frame to be
> converted
> >>>> to RGB, except when we do need it.
> >>>>
> >>>> If I went with ffmpeg, I was considering a design where we explicitly
> >>>> convert the movie from YUV to RGB, with a simple convert function.
> From the
> >>>> point its called, to the point it is called again, the movie is in RGB
> >>>> format. It fits with the python philosophy that "Explicit is better
> than
> >>>> implicit." (-The Zen of Python, by Tim Peters)
> >>>>
> >>>> Personally, I would prefer to work with ffmpeg, because of the greater
> >>>> functionality, and the lack of conversion performance hit.
> >>>>
> >>>> -Tyler
> >>>>
> >>>> --
> >>>> Visit my blog at http://oddco.ca/zeroth/zblog
> >>>
> >>
> >>
> >>
> >> --
> >> Visit my blog at http://oddco.ca/zeroth/zblog
> >
> >
> >
> > --
> > Visit my blog at http://oddco.ca/zeroth/zblog
> >
>
>
>
> --
> Alexandre Quessy
> http://alexandre.quessy.net/
>



-- 
Visit my blog at http://oddco.ca/zeroth/zblog

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