[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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