diff --git a/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp b/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp index 007bf46413..6f2b768038 100644 --- a/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp +++ b/stepmania/src/arch/MovieTexture/MovieTexture_FFMpeg.cpp @@ -474,18 +474,10 @@ void MovieTexture_FFMpeg::CreateTexture() m_iTextureWidth = power_of_two(m_iImageWidth); m_iTextureHeight = power_of_two(m_iImageHeight); - /* If the movie is coming in RGB, we can potentially save a lot - * of time by simply sending frame updates to RageDisplay in the - * format we're receiving data. However, I think just about all - * formats output data in some form of YUV, so I havn't bothered - * with this yet. - * - * TODO: We could get a big speed bonus by doing the above if the + /* TODO: We could get a big speed bonus by doing the above if the * hardware renderer can handle YUV textures. I think D3D can do * this, as well as OpenGL on the Mac, but we don't have any infrastructure - * for this right now. - * - * A hint: http://oss.sgi.com/projects/performer/mail/info-performer/perf-01-06/0017.html */ + * for this right now. */ PixelFormat pixfmt; bool PreferHighColor = (TEXTUREMAN->GetMovieColorDepth() == 32); m_AVTexfmt = FindCompatibleAVFormat( pixfmt, PreferHighColor );