Contrary to popular belief it is possible to have Video Textures in JOGL Using the JMF, infact I did it two weeks ago, The main problem I have is speed the program runs roughly at 23 -26 fps on a 2.8ghz ,5200FX As of right now I write each frame to a png file and then load the file as a texture I figure if I didn’t have to write to an actual file the program should get Better frame rates but when I try this the I get problems with the images color depth and the image comes out looking a blackish-gray from a distance but if you walk up to it you see the different colors are actual just seperated and compress. When I set the Buffered Image’s color depth to TYPE_3BYTE_BGR it works but the image has a deep blue tint, I was hoping that someone could help me fix the tinting problem
Try using a TYPE_INT_RGB BufferedImage and GL_BGRA texture format; they should be compatible. See the source code of the GLJPanel in the JOGL workspace for some code which does similar operations (though in the reverse order, from the OpenGL framebuffer to a BufferedImage).
Thanks for the Info it works pertectly the program now runs at about 80 fps ;D
Can you share with us how you are getting the
raw pixels out of JMF? Thanks…