... sadly enough the screencapture could not catch up with the framerate of my application. i used a sequence from a filmclip, converted it to dxt textures, loaded into the GP Memory to get as fast acces as possible at random access.

the software plays the frames back with its own refresh rate, so round about 60fps, with a buggy counter, having every second frame set to 0.
because the capturing software can't go that fast it loses so many frames, that the original timeline is mixed up in a very unpredictable way.
.. well, actually just a very funny coding scetch. running the software itself, it is very smooth, believe me ;-)

(used c++ and openframeworks, thx for these!!)

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