Synchronisation

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Synchronisation

The per-frame camera definitions for playback and real-time views must always match. The pre-rendered playback media is the master, as its path is fixed.

A common method to ensure paths are matched is to export a spline of the pre-rendered eyepoints movement into the real-time engine. DeltaServer will periodically broadcast the current frame position over UDP (e.g. every 60 frames). The real-time engine maintains its synchronisation along the spline, based on the positional data from Delta Media server.

It is also recommended that the real-time graphics output and Delta Media Server graphics output be genlocked at all times. It is essential to have frame-accurate positional synchronisation when using DeltaRealTime.

Example Packets

An example of the protocol sent from Delta Media Server to the real-time source for synchronisation is shown below:

drt_start id=1

// id is the instance of DeltaRealTime to be started. The default id=1

drt_pos id=1 frame=50

//the prerendered scene has a number of frames as part of its movement spline. The frame variable indicates the frame position along the movement spline.

Notes

All UDP commands will be terminated by carriage return.

UDP unicast or broadcast packets can be used.