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[Idea] Yea, Quake in Flash, but.. what about Flash in Quake?

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Postby Teiman » Mon Feb 15, 2010 9:50 pm

my think whas more around gnash, the gpl flash implementation. but probably gnash have some true horrible dependenciaes...
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Postby mh » Mon Feb 15, 2010 10:27 pm

Spike wrote:You can supposedly do the texture uploads in a separate thread. On modern dual core cpus, you'd be just wasting it otherwise.

And yeah, most videos animate at 24 frames per second or so. its a bit pointless to upload it when its not changed :)
more seriously though, if you're uploading 3 lightmaps 10 times a second, a video isn't much worse. Yes, there's a performance hit, but the upload itself will give a limited performance drop. You'll not halve the framerate, although decoding it could. Threads ftw.

The big problem would be mipmapping, especially with larger res videos (that aren't power of 2 dimensions) and on hardware that doesn't support hardware generated mipmaps. A separate thread for each currently active video would probably do it alright, but I suspect that owners of older or slower hardware need not apply.
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Postby Sajt » Mon Feb 15, 2010 10:38 pm

It's not 100% mandatory to mipmap in-game consoles. SIN didn't do it for one thing. Duke3D probably didn't either. You can "fade" the consoles to a generic texture when the view is a certain distance away.
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Postby Downsider » Mon Feb 15, 2010 10:50 pm

LETS PUT FLASH IN FLASH QUAKE!

It wouldn't be super hard, just generate a movieclip, point it to the SWF file, and superimpose it on the scene :D
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