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- Newsgroups: comp.sys.amiga.programmer
- Path: chang.unx.sas.com!walker
- From: walker@chang.unx.sas.com (Doug Walker)
- Subject: Re: Is a real good mpeg player possible on the amiga ?
- Sender: news@unx.sas.com (Noter of Newsworthy Events)
- Message-ID: <DM3LFM.4oq@unx.sas.com>
- Date: Thu, 1 Feb 1996 12:59:46 GMT
- X-Nntp-Posting-Host: chang.unx.sas.com
- References: <4e2gqu$5ca@caers3.unicaen.fr> <4e7n75$krh@serpens.rhein.de> <386.6603T1404T1784@login.eunet.no> <PETERM.96Feb1112250@tui.maths.irl.cri.nz>
- Organization: SAS Institute Inc.
-
- In article <PETERM.96Feb1112250@tui.maths.irl.cri.nz>,
- >I haven't followed all the details, but I can see that mpeg_play
- >calculates YUV for each frame in one buffer, then converts it to RGB
- >in another buffer, then finally renders it to the display device (in
- >my case with cybergraphics.library WritePixelArray()). It is
- >conceivable that combining these operations could save a lot of memory
- >reads/writes. Unfortunately I can't see how to do it because the YUV
- >and RGB frames are calculated in non-sequential order and saved in
- >buffers until they are needed.
-
- The YUV data must be kept around for I and P frames so it can be
- referred to by frames that haven't been encountered yet, but B frames
- are never used as reference frames. This means you could do in-place
- conversion for B frames.
-
- The catch is that if you're only getting 7-10fps, you're probably going
- to want to drop all the B frames anyway to try to make the video move
- at a speed approaching real time. Most real MPEG is encoded using a
- pattern like
-
- IBBPBBPBBPBB
-
- or
-
- IBBPBBPBBPBBPBB
-
- so dropping all the B frames means you need to put 10 pictures on the
- screen per second to achieve the appearance of full-motion video if
- the source video is 30 fps.
-
- --
- ***** / walker@unx.sas.com
- *|_o_o|\\ Doug Walker< BIX, Portal: djwalker
- *|. o.| || \ AOL: weissblau
- | o |//
- ======
- Any opinions expressed are mine, not those of SAS Institute, Inc.
-
-