equal
deleted
inserted
replaced
35 |
35 |
36 Just put *glut32.dll* from *glut-3.7.6-bin.zip* to your hedgewars bin directory. |
36 Just put *glut32.dll* from *glut-3.7.6-bin.zip* to your hedgewars bin directory. |
37 |
37 |
38 = How to use it? = |
38 = How to use it? = |
39 |
39 |
40 To record video you must press ‘R’ during playing a game o watching a demo; then press ‘R’ again to stop recording. Recorded videos are saved to _<user data path>/Videos_ (_~/.hedgewars/Videos_ or _C:\Documents and settings\<user name>\Hedgewars\Videos_). Note that video encoding is not real-time; actually, it will occur after you have closed game engine; it takes some time so you must not close frontend after you have closed game engine or you may get damaged video files. |
40 Options can be set in special page, you can access it using button left to 'game settings' button. Currently, it contains only options, but later it will also contain list of recorded videos. To record video you must press ‘R’ during playing a game or watching a demo; then press ‘R’ again to stop recording. Recorded videos are saved to _<user data path>/Videos_ (_~/.hedgewars/Videos_ or _C:\Documents and settings\<user name>\Hedgewars\Videos_). Note that video encoding is not real-time; actually, it will occur after you have closed game engine; it takes some time so you must not close frontend after you have closed game engine or you may get damaged video files. |
41 |
41 |
42 = How it works? = |
42 = How it works? = |
43 |
43 |
44 Video recording is not real-time. Instead it works as follows: |
44 Video recording is not real-time. Instead it works as follows: |
45 When you play game or watch a demo press ‘R’, game then will start to record camera positions to *Videos/?.txtout* and sound to *Videos/?.hwsound*. Press ‘R’ again to stop recording. After you will close game engine QTfrontend will rename *?.txtout* -> *?.txtin* and run invisible instance of game engine which will actually encode video using prerecorded camera positions and sound; video will be saved to *Videos/?.mp4*. Files *?.txtin* and *?.hwsound* will be automatically removed when video encoding will finish. |
45 When you play game or watch a demo press ‘R’, game then will start to record camera positions to *VideoTemp/?.txtout* and sound to *VideoTemp/?.sw*. Press ‘R’ again to stop recording. After you will close game engine QTfrontend will rename *?.txtout* -> *?.txtin* and run invisible instance of game engine which will actually encode video using prerecorded camera positions and sound; during encoding video file will be in *VideoTemp* and after encoding finishes it will be moved to *Videos/* and files *?.txtin* and *?.sw* will be automatically removed. |
46 |
46 |
47 = Notes = |
47 = Notes = |
48 |
48 |
49 * If you will press ‘R’ multiple times during one game then you will get several videos. They all will be encoded simultaneously, and each instance of game engine will use hundreds of megabytes so be careful. |
49 * If you will press ‘R’ multiple times during one game then you will get several videos. They all will be encoded simultaneously, and each instance of game engine will use hundreds of megabytes so be careful. |
50 * It is supposed to use H.264 (MPEG-4 AVC) video codec. Binaries of ffmpeg for Windows include it. However, on Linux you may have stripped libavcodec without libx264, then different codec will be used which will generate several times larger files. For Ubuntu this may help: http://ubuntuforums.org/showthread.php?t=1117283 |
50 * It is supposed to use H.264 (MPEG-4 AVC) video codec. Binaries of ffmpeg for Windows include it. However, on Linux you may have stripped libavcodec without libx264, then different codec will be used which will generate several times larger files. For Ubuntu this may help: http://ubuntuforums.org/showthread.php?t=1117283 |
52 * Tested only on Windows and Linux. |
52 * Tested only on Windows and Linux. |
53 * For offscreen rendering OpenGL FAQ (http://www.opengl.org/wiki/FAQ#Offscreen_Rendering) suggests the following: |
53 * For offscreen rendering OpenGL FAQ (http://www.opengl.org/wiki/FAQ#Offscreen_Rendering) suggests the following: |
54 _Some people want to do offscreen rendering and they don't want to show a window to the user. The only solution is to create a window and make it invisible, select a pixelformat, create a GL context, make the context current. Now you can make GL function calls. You should make a FBO and render to that. If you chose to not create a FBO and you prefer to use the backbuffer, there is a risk that it won't work._ |
54 _Some people want to do offscreen rendering and they don't want to show a window to the user. The only solution is to create a window and make it invisible, select a pixelformat, create a GL context, make the context current. Now you can make GL function calls. You should make a FBO and render to that. If you chose to not create a FBO and you prefer to use the backbuffer, there is a risk that it won't work._ |
55 SDL 1.2 does not allow to create invisible window, that’s why glut library is used. (SDL 1.3 allows it) |
55 SDL 1.2 does not allow to create invisible window, that’s why glut library is used. (SDL 1.3 allows it) |
56 * Video recorder relays on framebuffer extension or auxiliary buffer for offscreen rendering. If your OpenGL implementation has none of these then video recording may not work for you. Although, framebuffer extension must be common nowadays. |
56 * Video recorder relays on framebuffer extension or auxiliary buffer for offscreen rendering. If your OpenGL implementation has none of these then video recording may not work for you. Although, framebuffer extension must be common nowadays. |
57 |
57 * Setting large resolutions for video may not work due to limitations in your OpenGL implementation. At least resolutions not exceeding your screen resolution should work. |
58 |
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