I'm very curious about getting smooth animations (using OpenGL),
especially for non-realtime (frame-by-frame, using bline to drive
presets) recording. I created this patch as part of a system for doing
that - starting a save, stopping a save, all without losing frames, and
recording frame-by-frame without skipping any. Can someone look this
over and tell me if this is an efficient method for doing this? My
biggest issue was working out a way of banging the jit.gl.render
object, reading that video to a matrix, saving it via jit.qt.record,
and then banging again when done, without causing a stack overflow.
There are comments in the attached patch that explain the process.
Basically, I use onebang as a gate after the main qmetro (which drives
the patch) to prevent the state of the jit.gl.* objects from changing
before the frame finishes rendering. But it's possible that I'm
missing something, using a qmetro on one end and jit.qball on the
other. It does seem to work very well, though.
Any thoughts appreciated.