I'm trying to export a processing application that uses GSVideo as a windows executable. However when I run the application the whole thing just hangs without any notification as to why. I've managed to figure out that its something to do with the GSVideo library and the gstreamer dlls required by the app. I've copied over the gstreamer folder to the application folder as mentioned here
http://codeanticode.wordpress.com/2009/07/26/fresh-releases-of-gsvideo-and-glgraphics/ . Still no joy though, the application still hangs.
I can also recreate this by trying to export the 'Loop' sketch in the GSVideo examples. Runs fine when testing from the PDE, but as soon as I export as a windows app, it doesnt work. Even if I copy over the gstreamer directory.
Is there something I'm missing here? And can anybody replicate this bug on windows 7.
I am trying to work with an animation sequence in Processing. I currently have a sequence of pngs that I am loading on setup, then advancing through the sequence on the draw loop. This works fine in terms of playback but for obvious reasons this is using a lot of memory. From what i understand the images are stored uncompressed so if i have a 15 second animation sequence at 300x300 at 60 fps with alpha channel, then that equates to 300 x 300 x 15 x 60 x 4 bytes per animation sequence. Don't quote me on that though, I might be completely wrong. Regardless, its a lot of memory to use for each animation sequence and I'm a bit anxious about loading this all in. However I also understand that loading each image in on every draw frame will decrease playback performance.
So I was just wondering if anyone else had similar experience and could recommend any best practices. I've seen a few threads on using a quicktime movie with an alpha mask too. I havent tried it but it could be an option. I'm also drawing these images in openGL too so I could store images in the GPU memory too.