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Showing results for tags 'ogv'.
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Hello, In using various file formats for a videoTexture, I have an .mp4 file at 3896 KB, an .ogv file at 4421 KB, and a .webm file at 4421 KB. On my PC, they all load and play within 1 second, but on my Android devices, the .mp4 file causes my mesh object (a plane) approximately 15 -30 seconds to display a black surface as if it could not find the texture, and when I press my play button (a simple GUI element which initiates the play() function, it takes another approximately 15 or more seconds to begin playing the .mp4 video file. However, when the source is an .ogv or a .webm file both at a smaller file size, they load in approximately 1 second and play in approximately 1 second after pressing my play button. I have tried practically every setting available to format the .mp4 video file to improve performance on Android devices, however, nothing has improved the performance. Any thoughts on such poor performance of .mp4 files on Android would be appriciated - as well as to identify the Android OS and avoid loading .mp4 files on Android - but continue to load .mp4 on PC and MAC OS for improved quality for file size. Also, I've tried every possible way to stop autoplay of a videoTexture on Windows, but nothing appears to work. I thought that Wingnut had posted a playground scene which paused autoplay on PC, although I can only find a couple that chnge playback speed and pause on a pointerUp scene event. However, what I'd truly like to be able to do is pause every device at frame 0 or frame 1 (in .ms of course) using some functio utilizing (htmlVideo.currentTime). As always, thank you for your help with any of these questions. Cheers, DB
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- videotexture
- mp4
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