I've had a quick look and it looks pretty straighforward to implement (already got it building with no compiler errors).
IMHO the main criteria for picking the primary BlitzMax video decompressor should be:
1. open source / patent free / cross platform
2. good quality
3. low processor overhead
However like every other movie compression format I've seen OggTheora uses YUV color space not RGB so it's not ideal in regards to the low processor requirement as we obviously want to stream to textures not video overlay buffers and it doesn't look like OpenGL supports YUV pixel formats.
If there is nothing out there (and I doubt there is) that uses RGB color space and satisfies the first 2 requirements that are worth looking then it all looks pretty straightforward.
BTW, TommyBear, thanks for the offer, will let you know if I need a hand.
IMHO the main criteria for picking the primary BlitzMax video decompressor should be:
1. open source / patent free / cross platform
2. good quality
3. low processor overhead
However like every other movie compression format I've seen OggTheora uses YUV color space not RGB so it's not ideal in regards to the low processor requirement as we obviously want to stream to textures not video overlay buffers and it doesn't look like OpenGL supports YUV pixel formats.
If there is nothing out there (and I doubt there is) that uses RGB color space and satisfies the first 2 requirements that are worth looking then it all looks pretty straightforward.
BTW, TommyBear, thanks for the offer, will let you know if I need a hand.