i started in DX9 but i need to patch the same thing in DX11.
It was based on a player node, using a queue node to get
a spread of the textures, slightly delayed.
i already saw a setslice(texture) threat, maybe its
totally easy using this. but if i set arround 25 frames per
second it already skips frames. it confuses me a bit to make it
working that way.
don’t think texture queue is good idea on dx9
dx11 set slice texture array much faster when you stay in your GPU mem limit
if you have troubles archiving it post your patch and describe exactly what you need
can’t do a quick little patch here, but if you look at the player module, you can see that it is based on Player (EX9.texture) if you base your playback on that, you can just have it play multiple DDS images at once, offset by a number of frames corresponding to the delays you want.
i did exactly what you describe, i used a offset in the seek time, and seeked once. It was a much not performing good, it was getting really slow compared to
the queue approach.