Added Quicktime support for OSX and Windows.
This code allows you to load Quicktime images and movies as textures and render animations to Quicktime movies. Note that the selected output codec is *not* saved in the blendfile. To enable Quicktime functionality you need the SDK from Apple: OSX: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Mac.hqx Win: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Win.hqx Add the \QTDevWin\CIncludes and \QTDevWin\Libraries directories from this SDK to your build environment. Enable the WITH_QUICKTIME compile flag in the following directories: bf\blender\source\blender\imbuf bf\blender\source\blender\src bf\blender\source\blender\render bf\blender\source\creator
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@@ -81,6 +81,8 @@
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#include "BSE_drawview.h"
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#include "BSE_sequence.h"
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#include "quicktime_export.h"
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/* this module */
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#include "render.h"
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#include "render_intern.h"
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@@ -1258,6 +1260,10 @@ void RE_animrender(struct View3D *ogl_render_view3d)
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#ifdef _WIN32
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} else if (R.r.imtype == R_AVICODEC) {
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start_avi_codec();
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#endif
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#if WITH_QUICKTIME
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} else if (R.r.imtype == R_QUICKTIME) {
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start_qt();
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#endif
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} else if ELEM4(R.r.imtype, R_AVIRAW, R_AVIJPEG, R_MOVIE, R_AVICODEC) {
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if ELEM(R.r.imtype, R_MOVIE, R_AVICODEC) {
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@@ -1284,6 +1290,10 @@ void RE_animrender(struct View3D *ogl_render_view3d)
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#ifdef _WIN32
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} else if (R.r.imtype == R_AVICODEC) {
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append_avi_codec((G.scene->r.cfra));
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#endif
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#ifdef WITH_QUICKTIME
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} else if (R.r.imtype == R_QUICKTIME) {
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append_qt((G.scene->r.cfra));
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#endif
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} else if ELEM4(R.r.imtype, R_AVIRAW, R_AVIJPEG, R_MOVIE, R_AVICODEC) {
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append_avi((G.scene->r.cfra));
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@@ -1320,6 +1330,10 @@ void RE_animrender(struct View3D *ogl_render_view3d)
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#ifdef _WIN32
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} else if (R.r.imtype == R_AVICODEC) {
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end_avi_codec();
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#endif
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#ifdef WITH_QUICKTIME
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} else if (R.r.imtype == R_QUICKTIME) {
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end_qt();
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#endif
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} else if ELEM4(R.r.imtype, R_AVIRAW, R_AVIJPEG, R_MOVIE, R_AVICODEC) {
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end_avi();
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