<b>Mike Melanson:<i> </i></b>I want to store RGB values instead of YUV. I don't understand the theoretical and practical implications of this and that's why I'm asking about it. I would like to know whether it cannot work and why.<br>I'm targeting a minimum Pentium 4 Celeron, 256MB RAM. Video resolution are about 200 X 200 pixels with a maximum of 2 playing simultaneously as the game is playing (i.e. processing AI, physics, scene rendering, etc) so that's why I need the processor to be as free as possible (i.e. not doing YUV -> RGB).<br><br><span style="font-weight: bold;">Intangir: </span>"the code i just posted is actually from a game engine..." Where is the code? Can't see it in the email.<br><br>Regards.<br><br><b><i>Mike Melanson <mike@multimedia.cx></i></b> wrote:<blockquote class="replbq" style="border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; padding-left: 5px;"> wesley kiriinya wrote:<br>> Instead of storing YUV in the stream I would
store RGB values. The<br>> y_width and uv_width would be the same. I am only doing this so that I<br>> can play the files in my video game i.e. the ogg files won't be intended<br>> for use by another application that plays ogg files because the<br>> application would not know that the YUV is actually RGB. Can that work?<br><br>Are you talking about encoding a custom Ogg/Theora file that uses an RGB<br>colorspace instead of a YUV colorspace? If so, are you sure you<br>understand the theoretical and practical implications of that?<br><br>What are the minimum system specs that you are targeting for this game?<br>and what resolution of videos are you planning? It may not be that<br>arduous to convert YUV -> RGB in real-time, especially considering that<br>your game probably isn't going to be doing AI processing or physics<br>calculations while it's playing a FMV cutscene (though it may be<br>decoding Vorbis audio).<br><br>-- <br> -Mike
Melanson<br></blockquote><br><p> 
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