Mobile Movie Texture
Unity3D/Plugins / 2013. 12. 3. 15:54
Full Version
Demo Version (Same api. Works on all platforms, Windows/OSX/iOS/Android, but watermarks the decoded video)
Play ogg theora encoded videos on a texture in your iPhone/iPad/Android projects.
Changes
Version 1.1.6 29/10/2012
- Android: Support streaming from OBB automatically.
Version 1.1.5 23/08/2012
- All platforms: Add a split alpha demo+shader to have a seperate alpha channel in your videos. Chroma keying works well for cutting out people but doesn't work well for a lot of semi transparent things, like particles. Split alpha works well for semi transparent stuff.
- iOS/Android: Fixed the CrCb channels not lining up properly with videos that have half sized CrCb buffers. Thanks to android_dev for the example.
- All platforms: Fixed video picture offsets. Thanks to Bryan @ Annosoft for the example.
- All platforms: Fixed the infinite loop if you didn't have a onFinish delegate.
- iOS/Android: About a 15% performance improvement up in mobile shaders
Version 1.1.4 21/04/2012
- All platforms: Add frame skipping when video is decoding too slowly
- All platforms: Add a color tintable transparent shader
- All platforms: Fix some transparent tags in shaders
Version 1.1.3 7/02/2012
- All Platforms: fix a looping bug
- All Platforms: fix a warning in the chroma key editor
- iOS: Add XCode 3.2.X version of the lib
- Reorganise the package so the Plugins and Streaming Assets are in the correct place
Version 1.1.2 16/01/2011
- All Platforms: Added a chroma key shader, editor and sample
- iOS/Android: Fixed corruption issue with a GL.InvalidateState
- All Platforms: Fixed 2 memory leaks in the native code
- All Platforms: Fixed YCrCb naming in the shaders
Version 1.1.1 28/12/2011
- iOS/Android: Work around a texture allocation bug in Unity if nothing else is drawing in the sample scene, by drawing a gui button
Version 1.1 27/12/2011
- All: platforms now do color space conversion on the gpu. This resulted in a 2x performance increase in iOS and a 1.7x in Android, in my tests.
- All: There is a big memory saving from not storing the converted 16bit rgb in ram. For example for the test movies, we saved NextPow2(640) * NextPow2(360) * 2 bytes = 1Mb
- Android: now has cpu features detection and uses NEON instructions where available. iOS always uses NEON.
- Windows/OSX: use power of 2 YCrCb textures for a massive speed up.
- Windows/OSX: use SetPixels32 for another speed up.
- All: Removing the color space conversion code saved ~10k
- Android: Fixed a bug on when resuming
- Windows/OSX: Hand code the YCrCb shader to work around bad cgsl compilation by Unity
Known issues
- iOS: Only supports armv7 (not 3G)
- Android: There is an intermittent crash in the Adreno 200 OpenGL driver on my Nexus one, it crashes deep within the Areno driver in my call to glTexSubImage2D, in rb_texture_find_eviction_candidate in __memcmp16.
Will post videos ASAP
MobileMovieTextureDemo1.1.1.unitypackage
출처 : http://forum.unity3d.com/threads/115885-Mobile-Movie-Texture
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