You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
OGVPlayer is using YUVCanvas to draw frame data into canvas.
This works great when the canvas is appended to dom.
However when the canvas is as the use of another webgl context texture data, it will be slow. This is because the gl.texImage2D API is slow in some browser(like safari). If we support custom frameSink implementation, we can improve the performance by draw the framedata into the FBO in another webgl context !
before:
framedata -> draw into ogv canvas
call gl.texImage2D in another webgl with ogv canvas
use the texture
after:
framedata -> draw into another webgl FBO (custom frameSink)
OGVPlayer is using YUVCanvas to draw frame data into canvas.
This works great when the canvas is appended to dom.
However when the canvas is as the use of another webgl context texture data, it will be slow. This is because the
gl.texImage2D
API is slow in some browser(like safari). If we support custom frameSink implementation, we can improve the performance by draw the framedata into the FBO in another webgl context !before:
gl.texImage2D
in another webgl with ogv canvasafter:
To implement this feature is very simple:
The text was updated successfully, but these errors were encountered: