Ok, I reverted to SDL 2.28, and now the CI build seems to be working. If anyone is interested to try the new video commands out, here's a download link:
https://cirrus-ci.com/task/4992651611602944
https://cirrus-ci.com/task/4992651611602944
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Show posts MenuQuote from: imagazzell on Wed 28/02/2024 07:03:37My apologies if this has been addressed elsewhere that I couldn't find (I did search), or if this is the wrong place to be asking, but has the Sprite Cache size limit been increased at all in either 3.6.0 or this new build, or is it still capped at 512 MB, as in 3.5.1?
Quote from: imagazzell on Wed 28/02/2024 07:03:37My game is hi-res and has a number of big (both in dimensional size and length) animations, and runs like a slug on some systems. I imagine a larger cache size limit (at least 1 GB / 1024 MB), in addition to the other performance enhancements you guys have been working on, could help.
enum PlaybackState {
ePlaybackOn = 2,
ePlaybackPaused = 3,
ePlaybackStopped = 4
};
builtin managed struct VideoPlayer {
import static VideoPlayer* Open(const string filename, bool autoPlay=true, RepeatStyle=eOnce);
/// Starts or resumes the playback.
import void Play();
/// Pauses the playback.
import void Pause();
/// Advances video by 1 frame, will pause video when called.
import void NextFrame();
/// Changes playback to continue from the specified frame.
import void SeekFrame(int frame);
/// Changes playback to continue from the specified position in milliseconds.
import void SeekMs(int position);
/// Stops the video completely.
import void Stop();
/// Gets current frame index.
import readonly attribute int Frame;
/// Gets total number of frames in this video.
import readonly attribute int FrameCount;
/// Gets this video's framerate (number of frames per second).
import readonly attribute float FrameRate;
/// Gets the number of sprite this video renders to.
import readonly attribute int Graphic;
/// The length of the currently playing video, in milliseconds.
import readonly attribute int LengthMs;
/// Gets/sets whether the video should loop.
import attribute bool Looping;
/// The current playback position, in milliseconds.
import readonly attribute int PositionMs;
/// The speed of playing (1.0 is default).
import attribute float Speed;
/// Gets the current playback state (playing, paused, etc).
import readonly attribute PlaybackState State;
/// The volume of this video's sound, from 0 to 100.
import attribute int Volume;
};
VideoPlayer *video = VideoPlayer.Open("video.ogv", true, eRepeat);
if (video)
{
Overlay *over = Overlay.CreateGraphical(0, 0, video.Graphic);
Wait(100);
over = null;
video = null;
}
Quote from: eri0o on Mon 26/02/2024 20:23:09Quote from: Crimson Wizard on Sat 24/02/2024 05:24:21Of course the sync mechanism should still be implemented later for safety.
I am curious what would this sync mechanism be, would this require one thread to talk with the other through some messaging?
function on_event(int event, int data)
{
if (event == eEventEnterRoomBeforeFadein)
{
gFadeOut.Visible = true;
gFadeOut.Transparency = 0;
}
else if (event == eEventEnterRoomAfterFadein )
{
while (gFadeOut.Transparency < 100)
{
// adjust numbers to change the fade-in speed
gFadeOut.Transparency = gFadeOut.Transparency + 2;
Wait(1);
}
gFadeOut.Visible = false;
}
}
Quote from: WiseFrog on Sun 25/02/2024 20:26:51I tried to use that module before but I don't really understand how to use it correctly.
int tw_id = lText.Typewriter(text, eNoBlock);
// Wait while typewriter is running and no mouse or key is pressed by player
while (TypewriterRunners.IsActive[tw_id] && WaitMouseKey(1) == 0) { }
// Interrupt typewriter if it was still running
if (TypewriterRunners.IsActive[tw_id])
TypewriterRunners.Cancel(tw_id);
Quote from: keithfishbiscuit on Sun 25/02/2024 13:52:59What would happen if I load a view resolution of HD quality image or above into the panorama module or panorama3d?
String s = "one";
s = s.Append("two");
s = s.Append("three");
Quote from: eri0o on Sat 24/02/2024 17:06:24Kinda itching to find some library that can handle this in a performant effective way to do this in a higher resolution through a plugin. I think it still would be something around 1280 x 720 if besides the plugin it's wanted to have animations and things going on...
Quote from: Rik_Vargard on Sat 24/02/2024 11:51:27I export my videos at 30fps so it could be some frames problem but I'm not sure; I didn't think about that.
Quote from: eri0o on Sat 24/02/2024 00:56:02I noticed that further in the video it becomes noticeable there is some audio and video desync. I don't know if this is an SDL problem though, maybe it's better to wait they solve your issue before looking into the desync...
Quote from: eri0o on Sat 24/02/2024 00:56:02I noticed that further in the video it becomes noticeable there is some audio and video desync. I don't know if this is an SDL problem though, maybe it's better to wait they solve your issue before looking into the desync...
Quote from: eri0o on Sat 24/02/2024 00:56:02One curious thing though, I set the Overlay width and height once - the video is 640x360 but I resize down the overlay to 320x180. I thought I would had to keep resizing the overlays in rep_exec_always but it turns out it's keeping the size even though the graphic is updated. I am mentioning this because I think it was discussed at some point what happens when a new sprite slot is set to the overlay but I don't remember if this is intended or not when the sprite slot is kept but just it's contents are updated.
Quote from: eri0o on Fri 23/02/2024 15:43:32https://github.com/libsdl-org/SDL/issues/9099
Quote from: keithfishbiscuit on Fri 23/02/2024 16:09:34I see, may be I was not being 100% clear, I am aiming using pre rendered graphic, myst exile used pre rendered graphic as well, just panorama, and I am hoping the panorama module can do some magic for me...
Quote from: keithfishbiscuit on Fri 23/02/2024 15:19:51how high resolution can panorama module can support these days?? been thinking doing a game like myst exile with riven style more realism graphic...but want to pump up the resolution
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