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VideoContent as List<Texture2DContent>

Nov 2, 2007 at 3:05 PM
I've played a couple of videos and I noticed that the .xnb files generated by the ContentPipeline seems to contain all the uncompressed video frames (ie they are huge).

I'm new to the Xna Content Pipeline design but I suppose there is a way to decompress the frames at runtime instead of (asset) compile time.
Nov 2, 2007 at 5:30 PM
yes, you have noticed correctly. There is certainly a way to compress the frames. ONe of the next features I want to add is to encode them on disk with dxt1 compression, which is handled natively by XNA. The only issue with that is that I can write them with dxt1 compression, but I can't read them into a texture :-/ it's supported, I just haven't figured it out yet ... I'm going to try to put the test code that I had for that up in teh repo and maybe someone can figure it out :-)