Glossary entries reworked and slightly expanded

- ProcessingGraph: text slightly expanded

 - Project: corrcted and text slightly modified

 - RenderTask: corrected

 - Viewer: corrected and somewhat modified

 - AssetsView corrected.

 - InputDevice
This commit is contained in:
Benny Lyons 2012-07-29 18:02:14 +01:00 committed by Ichthyostega
parent 8e8c515272
commit 6eee5287d8

View file

@ -7,10 +7,9 @@ explanations, the long explanation is the topic of the document above..'
anchor:AssetsView[] link:#AssetsView[->]Assets View:: anchor:AssetsView[] link:#AssetsView[->]Assets View::
Windows displaying and managing various things that can be edited, Windows displaying and managing various things that can be edited,
worked on, etc are collectively known as the Assets View. worked on, etc are collectively known as the Assets View.
Ingested footage, clips that have already been composed, available AssetsView consists of ingested footage, clips that have already been composed, available
sub-projects, effects, transitions and internal artifacts are typical sub-projects, effects, transitions and internal artifacts.
examples.
anchor:Builder[] link:#Builder[->]Builder:: anchor:Builder[] link:#Builder[->]Builder::
This is a kind of compiler that creates low-level, or processing, graphs This is a kind of compiler that creates low-level, or processing, graphs
@ -51,7 +50,9 @@ explanations, the long explanation is the topic of the document above..'
anchor:InputDevice[] link:#InputDevice[->]Input Device:: anchor:InputDevice[] link:#InputDevice[->]Input Device::
Some hardware controler, like an extra keyboard, midi mixer, Jog, .. Some hardware controler, like an extra keyboard, midi mixer, Jog, ..
TODO: decide on whether the main keyboard is in a special (global) state. TODO: we still need to decide on whether we can treat the main keyboard
as special global state or whether we can handle the keyboard as a generic
input devide.
anchor:LowLevelModel[] link:#LowLevelModel[->]Low Level Model:: anchor:LowLevelModel[] link:#LowLevelModel[->]Low Level Model::
The generated Processing Graph, to be ``performed'' within the engine The generated Processing Graph, to be ``performed'' within the engine
@ -107,18 +108,18 @@ explanations, the long explanation is the topic of the document above..'
media data needed for playback. media data needed for playback.
anchor:ProcessingGraph[] link:#ProcessingGraph[->]Processing Graph:: anchor:ProcessingGraph[] link:#ProcessingGraph[->]Processing Graph::
Rendering is expressed as detailed network of Nodes, each defining a Rendering is expressed as a detailed network of nodes. The edges can be
processing step. envisaged as data flow, while the nodes represent data processing.
anchor:Project[] link:#Project[->]Project:: anchor:Project[] link:#Project[->]Project::
the top-level context in which all edit work is done over an extended The top-level context in which all editing is done over an extended
period of time. The Project can be saved and re-opened. It is period of time. A Project can be saved and re-opened. It consists of
comprised of the collection of all things the user is working on, it various things a user is working on: user-information, assets, state and
contains all informations, assets, state and objects to be edited. objects to be edited.
anchor:RenderTask[] link:#RenderTask[->]RenderTask:: anchor:RenderTask[] link:#RenderTask[->]RenderTask::
basically a PlayController, but collecting output directly, without This is basically a PlayController, but directly collects output without
moving a PlayheadCursor (maybe a progress indicator) and not operating moving a PlayheadCursor (could be a progress indicator) and not operating
in a timed fashion, but freewheeling or in background mode in a timed fashion, but freewheeling or in background mode
anchor:RulesSystem[] link:#RulesSystem[->]Rules System:: anchor:RulesSystem[] link:#RulesSystem[->]Rules System::
@ -214,10 +215,11 @@ explanations, the long explanation is the topic of the document above..'
overlays (masking etc.). When attached to a timeline, a viewer overlays (masking etc.). When attached to a timeline, a viewer
reflects the state of the timeline's associated PlayController, and it reflects the state of the timeline's associated PlayController, and it
attaches to the timeline's global pipes (stream-type match or attaches to the timeline's global pipes (stream-type match or
explicitly), showing video as monitor image and sending audio to the explicitly), showing video as a monitor image and sending audio to the
system audio port. Possible extensions are for a viewer to be able to system audio port. A number of supplimentary features are possible: the
attach to probe points within the render network, to show a second viewer could support the ability to attach to view points within the
stream as (partial) overlay for comparison, or to be collapsed to a render network; the capability to display a second stream as an overlay
mere control for sending video to a dedicated monitor (separate X (partially) which would enable user comparison or it might even be
display or firewire) possible to allow the Viewer to be collapsed to a control, thus,
allowing a video to be sent to a dedicated monitor, e.g., to a separate
X/-display or to a firewire.