[Cin] CinGG crash rendering high fps

Georgy Salnikov sge at nmr.nioch.nsc.ru
Wed Jun 30 07:48:20 CEST 2021

On Tue, 29 Jun 2021, Andrew Randrianasulu via Cin wrote:

> there was chapter about plugins in
> http://heroinewarrior.com/cinelerra/cinelerra.html#PLUGIN-AUTHORING
> describing 4.1 HV I think
> ====
> The latest evolution in Cinelerra's plugin design is the pull method. The
> rendering pipeline starts at the final output and the final steps in the
> rendering pipeline are reading the data from disk. Every step in the
> rendering chain involves requesting data from the previous step. When the
> rendering pipleline eventually requests data from a plugin chain, each
> plugin requests data from the plugin before it.
> This is less intuitive than the push method but is much more powerful.
> Realtime plugins written using the pull method can change the rate data is
> presented to the viewer and the direction of playback. The pull method
> allows plugins to take in data at a higher rate than they send it out.

OK, plugins are allowed to change frame rate and/or direction, but still not
clear what happens with such plugins like Motion when project fps differs
from source fps...

Georgy Salnikov
NMR Group
Novosibirsk Institute of Organic Chemistry
Lavrentjeva, 9, 630090 Novosibirsk, Russia
Phone   +7-383-3307864
Email   sge at nmr.nioch.nsc.ru

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