JodoKaast
07-06-2002, 10:08 AM
So a friend of mine was asking for a good way to capture real-time rendered scenes to an avi file or some other video file, and was having an almost impossible time with it using any conventional video-capture program out there. The programs would capture at about 4 frames per second, no more. I attribute this to the fact that rendering the scene in the first place is hard enough on the system resources, let alone adding in simultaneous writing to the hard drive of each and every frame, plus audio.
So I started trying to think up a better way to capture the rendering, and here's an idea that I came up with, but I'm turning to you all to see if it is feasible/possible:
Instead of using the standard rendering device, instead use a Virtual Rendering Device that wrote to the hard drive instead of the monitor. The rendering device would also need to record each and every frame (to a certain limit) without dropping any of them, so there would have to be some way to make sure it captures these frames, no matter how long it takes (instead of rendering 30 frames per second, it might end up rendering 30 frames per 5 seconds or something) but make sure that the video it records plays the frames back at the desired resolution.
In my mind, it doesn't sound like it would be that hard to do, but I'd just like to see what you all think about it.
The biggest problem, it seems to me, is that I don't have the source code for said real-time rendered scene, so I would have to develop the device to work within a pre-existing code framework and functionality.
What do you think?
So I started trying to think up a better way to capture the rendering, and here's an idea that I came up with, but I'm turning to you all to see if it is feasible/possible:
Instead of using the standard rendering device, instead use a Virtual Rendering Device that wrote to the hard drive instead of the monitor. The rendering device would also need to record each and every frame (to a certain limit) without dropping any of them, so there would have to be some way to make sure it captures these frames, no matter how long it takes (instead of rendering 30 frames per second, it might end up rendering 30 frames per 5 seconds or something) but make sure that the video it records plays the frames back at the desired resolution.
In my mind, it doesn't sound like it would be that hard to do, but I'd just like to see what you all think about it.
The biggest problem, it seems to me, is that I don't have the source code for said real-time rendered scene, so I would have to develop the device to work within a pre-existing code framework and functionality.
What do you think?