in a cocoa application I'm currently coding, I'm getting snapshot images from a Quartz Composer renderer (NSImage objects) and I would like to encode them in a QTMovie in 720*480 size, 25 fps, and H264 codec using the addImage: method. Here is the corresponding piece of code:
qRenderer = [[QCRenderer alloc] initOffScreenWithSize:NSMakeSize(720,480) colorSpace:CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB) composition:[QCComposition compositionWithFile:qcPatchPath]]; // define an "offscreen" Quartz composition renderer with the right image size
imageAttrs = [NSDictionary dictionaryWithObjectsAndKeys: @"avc1", // use the H264 codec
QTAddImageCodecType, nil];
qtMovie = [[QTMovie alloc] initToWritableFile: outputVideoFile error:NULL]; // initialize the output QT movie object
long fps = 25;
frameNum = 0;
NSTimeInterval renderingTime = 0;
NSTimeInterval frameInc = (1./fps);
NSTimeInterval myMovieDuration = 70;
NSImage * myImage;
while (renderingTime <= myMovieDuration){
if(![qRenderer renderAtTime: renderingTime arguments:NULL])
NSLog(@"Rendering failed at time %.3fs", renderingTime);
myImage = [qRenderer snapshotImage];
[qtMovie addImage:myImage forDuration: QTMakeTimeWithTimeInterval(frameInc) withAttributes:imageAttrs];
[myImage release];
frameNum ++;
renderingTime = frameNum * frameInc;
}
[qtMovie updateMovieFile];
[qRenderer release];
[qtMovie release];
It works, however my application is not able to do that in real time on my new MacBook Pro, while I know that QuickTime Broadcaster can encode images in real time in H264 with an even higher quality that the one I use, on the same computer.
So why ? What's the issue here? Is this a hardware management issue (multi-core threading, GPU,...) or am I missing something? Let me preface that I'm new (2 weeks of practice) in the Apple development world, both in objective-C, cocoa, X-code, Quicktime and Quartz Composer libraries, etc.
Thanks for any help