I just wanted to add a bit of a clarification to what I was looking
for...
I have an animation in Java using Java2D. In the best of all possible
worlds, I would like to have something like a MovieEncoder class that
wraps QT in such a way that I could do the following:
MovieEncoder encoder = new MovieEncoder( "animation");
encoder.openMovie(); // initializes the movie
from the animation thread, I would have something like:
encoder.addImageAsFrame( component.getImage());
when it was all done, I could call:
encoder.closeMovie(); // finishes movie creation.
There was a thread in January that discussed a similar issue between
Joshua, Chris and Rolf. Rolf's suggestions included:
"You could try creating an AWT canvas, drawing to it, then using
NativeGraphics to get a GWorld from it. Or you could maybe dive into
raster formats and see if you can copy byte[]'s to and fro between a
BufferedImage and a RawEncodedImage. Or you create an intermediate
JPEG or PNG representation (it can be in memory, doesn't have to be a
file) and load that with a GraphicsImporter. Or you create a
QDGraphics and call setCPixel() one pixel at a time :-)
"Not at easy as it ought to be for sure, but I'm sure it's possible
somehow. Play with NativeGraphics in particular, as I'm pretty sure
that's how QTCanvas and ImageDrawer will have worked internally before."
I'm just wondering if the problem was ever solved or if anyone who
didn't read that thread has any input.
Thanks,
Steve
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On two occasions I have been asked, 'Pray, Mr. Babbage, if you put
into the machine wrong figures, will the right answers come out?' I
am not able rightly to apprehend the kind of confusion of ideas that
could provoke such a question. -- Charles Babbage