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Re: Did the movie frame changed?



We use

void SetMovieDrawingCompleteProc (
   Movie                      theMovie,
   long                       flags,
   MovieDrawingCompleteUPP    proc,
   long                       refCon );


with the flag set to movieDrawingCallWhenChanged. This then lets us know a new frame is ready to be used.


Thierry Faucounau

Senior 3D Engineer -- Zonic
http://www.zonic.co.uk/games/

On Dec 12, 2004, at 2:31 AM, Lorenzo wrote:

Hi,
I would like to know whether at the current time the playing movie changed
the current frame shown. I mean, I have a loop that 60 times per seconds
calls
MovieTasks(qtMovie, 0);
then I load the offScreen buffer to the GPU. But the movie could even have a
FPS as 24, so in this case I copy the offscreen data to the GPU 46 unuseful
times more.


I tried to store the currentTime with
oldTimeUpdated = GetMovieTime(qtMovie, &currTime);
in order to test later
if(oldTimeUpdated != GetMovieTime(qtMovie, &currTime)){
[self CopyBufferToGPU];
}
but GetMovieTime() returns the currentTime and not the index of the current
frame shown. So after calling MovieTasks() the currentTime is always in sync
with the oldTimeUpdated.



How can I get the index of the current frame shown after calling MovieTasks() ?



Best Regards
--
Lorenzo
email: email@hidden

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References: 
 >Did the movie frame changed? (From: Lorenzo <email@hidden>)



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