I need to create a lot of synchronous small video on stage. Some of them a duplicates, and I need them to be synchronous, I want to minimize draw calls. My video stored in SWF files. In first frame of each, there is stored flv video. I find only one solution - create a big bitmapdata, on each enterFrame, draw all my small video in it, create a texture from this bitmap data, then create a lot of images by subtextures from this texture, and every enterFrame update big texture with new bitmap data by that way: flash.display3D.textures.Texture(myBigTexture.base).uploadFromBitmapData(updatedBitmapData)
I think, that it is very bad solution, so, may be there is some special way, or class to solve problems like this one? In http://doc.starling-framework.org I can't find something to help...
Thanks for answers=)
a lot of synchronous video with minimum draw calls(5 posts) (3 voices)
Use the new flash.display3D.textures.VideoTexture class to let the Flash player deal with copying the decoded video to the texture, possibly keeping it on the GPU if possible.
But, if I understand right, VideoTexture is available only in AIR?
In the adobe doc : Runtime Versions: AIR 17.0, Flash Player 18.0
binouze, henke37 thanks!
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