I’m working on a Mac/Windows application that uses QuickTime to render multi-channel audio and a variety of media formats (.mov .jpeg, .tiff, .bmp, MPEG-1 and MPEG-2).
The application renders a full-screen
slideshow with a custom toolbar or writes the lot to a .mov file. Other features include simple transitions between stills and a text overlay
using DrawText.
We would like to add WMV and WMA playback and file output on Windows. So, one way is to write QuickTime and DirectX code in one application. But I’d rather use one rendering API than two. I’m thinking that OpenGL would be a better choice because it’s cross-platform.
Is this all child’s play for OpenGL or will I run into trouble with vendor-specific formats like .mov and .wmv?
As long as you can decode all the formats you wish, there will have no problem at all. Note that OpenGL does not provide anything for loading or decoding files like mov, avi… Fortunately there are many libraries that decode those files.
errrr opengl is a graphics rendering context not a toolbox for kiddies. you should know that.
so opengl does not support any video format any audio format any mesh format any image format ANYTHING AT ALL about media!!! because its a GRAPHICAL RENDERING CONTEXT!
Look at MPlayerHQ . This is an open-source multimedia player that support different platforms. It also has a module for using OpenGL for decoding and playback.