Mobile Movie Texture 1.1.5

Encoding new movies
	Mobile Movie Texture only supports ogg theora encoded videos. The easiest way to encode ogg theora is to use http://v2v.cc/~j/ffmpeg2theora/download.html or VLC http://www.videolan.org/vlc/ .

Starting from scratch
	Firstly you will need a material to play the movie on. Create a new material
	Set your new material's shader to "Color Space/YCrCbtoRGB"

	Next add the MobileMovieTexture/MobileMovieTexture.cs to an active game object in the scene
	The path string field in MobileMovieTexture points to your movie within the StreamingAssets/ directory without the "StreamingAssets/" on the start of it. Always use forward slashes if you need your movie in a sub directory. Forward slashes work on all platforms.

	Now apply the material you created to an object in the scene.

	That should be it

Changes
	Version 1.1.6 29/10/2012
		Android: Auto stream from OBB package
		
	Version 1.1.5 23/08/2012
		All platforms: Add a split alpha demo+shader to have a seperate alpha channel in your videos. Chroma keying works well for cutting out people but doesn't work well for a lot of semi transparent things, like particles. Split alpha works well for semi transparent stuff.
		iOS/Android: Fixed the CrCb channels not lining up properly with videos that have half sized CrCb buffers. Thanks to android_dev for the example.
		All platforms: Fixed video picture offsets. Thanks to Bryan @ Annosoft for the example.
		All platforms: Fixed the infinite loop if you didn't have a onFinish delegate.
		iOS/Android: About a 15% performance improvement up in mobile shaders 

	Version 1.1.4 21/04/2012
		All platforms: Add frame skipping when video is decoding too slowly
		All platforms: Add a color tintable transparent shader
		All platforms: Fix some transparent tags in shaders		
		
	Version 1.1.3 7/02/2012
		All Platforms: fix a looping bug	
		All Platforms: fix a warning in the chroma key editor
		iOS: Add XCode 3.2.X version of the lib
		Reorganise the package so the Plugins and Streaming Assets are in the correct place

	Version 1.1.2 16/01/2011
		All Platforms: Added a chroma key shader, editor and sample
		iOS/Android: Fixed corruption issuse with a GL.InvalidateState
		All Platforms: Fixed 2 memory leaks in the native code
		All Platforms: Fixed YCrCb naming in the shaders

	Version 1.1.1 28/12/2011
		iOS/Android: Work around a texture allocation bug in Unity if nothing else is drawing in the sample scene, by drawing a gui button

	Version 1.1 27/12/2011
		All Platforms: now do color space conversion on the gpu. This resulted in a 2x performance increase in iOS and a 1.7x in Android, in my tests.
		All Platforms: There is a big memory saving from not storing the converted 16bit rgb in ram. For example for the test movies, we saved NextPow2(640) * NextPow2(360) * 2 bytes = 1Mb
		Android: now has cpu features detection and uses NEON instructions where available. iOS always uses NEON.
		Windows/OSX: use power of 2 YCrCb textures for a massive speed up.
		Windows/OSX: use SetPixels32 for another speed up.
		All Platforms: Removing the color space conversion code saved ~10k
		Android: Fixed a bug on when resuming
		Windows/OSX: Hand code the YCrCb shader to work around bad cgsl compilation by Unity

		Known issues
		Android: There is an intermittent crash in the Adreno 200 OpenGL driver on my Nexus one, it crashes deep within the Areno driver in my call to glTexSubImage2D, in rb_texture_find_eviction_candidate in __memcmp16. I will do everything I can to find a solution or a workaround
		iOS: Currently only supports armv7 (not 3G)

Tested devices

	Editor
		Mac OSX Snow Leopard
		Win7 64  

	iOS
		iPad 2
		iPhone 3GS
		iPhone 4S

	Android
		Nexus One
		Samsung Galaxy S2
		Motorola Xoom

Problem shooting
	iOS link errors 
		Does your xcode project include libtheorawrapper.a? If not add it, or let unity replace your build.
	iOS/Android missing _OpenStreamDemo
		Congratulations, you just upgraded from the free version! The function is renamed to OpenStream in the paid version, double check your MobileMovieTexture.cs and your plugin .a/.dll/.bundle are upgraded as well 
	iOS/Android I can't see a movie
		Did you select armv7 and open gl es 2.0?
		

If you have any questions/problems drop me a mail dan@defiantdev.com. If you have a great experience, the asset store could do with a comment. If you have a terrible one mail me! If you make anything cool with it, I'd love to know.

