Original Post
Hey everone, I want to display large non-square images, such as sequences of HD frames in 1920x1080, other common TV formats like 720x576 and potentially any user resolution in between. I'd also like to store them in RAM for playback in real time to use my app as a flipbook/RAM player. Loading the frames is going to be slow of course, that's always the case even with professional products, but I'm interested in the best way of storing and displaying these odd resolutions. The way I've done it before is to create a square buffer, larger than the next multiple of 8 of the image, so an HD frame would require a 2048x2048 buffer, a PAL frame like 720x576 requires 1024x1024, etc. Seems wasteful, so is it necessary? If I only store the actual image resolution in memory, is there a quick enough way to copy it into an OpenGL-friendly buffer of a larger size, and yet maintain a 25fps playback? I'd like some insight into how these OpenGL-based players usually work, if someone know..! Or suggestions on how you'd do it :) Thanks in advance!