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author | Benoit Bolsee <benoit.bolsee@online.be> | 2010-03-28 21:50:45 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2010-03-28 21:50:45 +0400 |
commit | a99d584008f80f6f5361e1af507d8ed6bdd2fffd (patch) | |
tree | bbebe029271a6a3d9f0e6d0634aadf49475707f1 /source/gameengine/VideoTexture/VideoFFmpeg.h | |
parent | 8ba96eb1ae5ccfb3cc61f4f8d692dd271964c1af (diff) |
VideoTexture: fix video capture lagging when CPU is busy. This problem was caused by special frame handling that was appropriate for video streaming but not for video capture: drift compensation and no frame skipping. Disable that for video capture to take into account the realtime nature of video.
Diffstat (limited to 'source/gameengine/VideoTexture/VideoFFmpeg.h')
-rw-r--r-- | source/gameengine/VideoTexture/VideoFFmpeg.h | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.h b/source/gameengine/VideoTexture/VideoFFmpeg.h index b9bf69039c7..a19d8969b40 100644 --- a/source/gameengine/VideoTexture/VideoFFmpeg.h +++ b/source/gameengine/VideoTexture/VideoFFmpeg.h @@ -61,7 +61,7 @@ static inline AVCodecContext* get_codec_from_stream(AVStream* stream) #include "VideoBase.h" -#define CACHE_FRAME_SIZE 5 +#define CACHE_FRAME_SIZE 10 #define CACHE_PACKET_SIZE 30 // type VideoFFmpeg declaration @@ -153,6 +153,9 @@ protected: /// is image loading done in a separate thread? bool m_isThreaded; + /// is streaming or camera? + bool m_isStreaming; + /// keep last image name STR_String m_imageName; |