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Allo again. I'm poking around with Quicktime X. If I left it the way it was, my app would crash.
For quicktime X support, I had to comment the following:
// frameCount = movieDuration.timeValue / frameStep;
// NSLog(@" movie has %d frames ", frameCount);
and
// self.volume = 1.0;
// self.loops = YES;
to get Quicktime X to load my movie files properly.
this is probably because (i'm assuming, anyway...) quicktime X wants you to perform these tasks in a callback once the movie is sufficiently loaded. I am working on a fix for those at the moment which involves NSNotifications that call movieLoadStateChanged. Also, to get quicktime X to load properly on Lion with the QTMovieOpenForPlaybackAttribute attribute, i had to declare it in the movieAttributes dictionary as soon as it is created. I'm not sure why this is. My current hacky workaround for Quicktime X support is as follows:
I should also mention that #ifdef MAC_OS_X_VERSION_10_7 does not get called on my Lion system.
EDIT: i had to change my OF deployment target in Xcode, now it does.
My next step includes asynchronous loading support.
The text was updated successfully, but these errors were encountered:
I poked around with this for a bit longer, got async loading working with simple NSNotification callbacks, and quicktime X support (which was kind of awful, actually), but couldn't find any good method for multithreaded movie loading in the qtkit API. I went back to my modified version of gameoverhack's pthread-based (ofThread) GWorld -(old school,deprecated) quicktime movie loader for the time being until i can do more research on threaded movie loading with QTKit.
EDIT: after changing my loading method so that all my movies that i will ever use are pre-cached on app load and paused, performance seems reasonable using the quicktime 7.0 qtkit methods.
Allo again. I'm poking around with Quicktime X. If I left it the way it was, my app would crash.
For quicktime X support, I had to comment the following:
// frameCount = movieDuration.timeValue / frameStep;
// NSLog(@" movie has %d frames ", frameCount);
and
// self.volume = 1.0;
// self.loops = YES;
to get Quicktime X to load my movie files properly.
this is probably because (i'm assuming, anyway...) quicktime X wants you to perform these tasks in a callback once the movie is sufficiently loaded. I am working on a fix for those at the moment which involves NSNotifications that call movieLoadStateChanged. Also, to get quicktime X to load properly on Lion with the QTMovieOpenForPlaybackAttribute attribute, i had to declare it in the movieAttributes dictionary as soon as it is created. I'm not sure why this is. My current hacky workaround for Quicktime X support is as follows:
I should also mention that #ifdef MAC_OS_X_VERSION_10_7 does not get called on my Lion system.
EDIT: i had to change my OF deployment target in Xcode, now it does.
My next step includes asynchronous loading support.
The text was updated successfully, but these errors were encountered: