At the risk of going off topic: With the use of html5 elements video and canvas as well as Javascript, this should be working (at least it does like a charm using my Firefox):<br>
Load a video via the video tag (only works with a selected few video formats by default, but I'm sure that can be extended). For this, the tag can either be inserted into the body with style="display:none" or created as a separate dom element (e.g. with jQuery: $('<video ...>...</video>'))
Create an output canvas. This can be placed below the text with css like position:absolute / z-index:-1 etc.
create a Javascript renderloop like below and call it in the body onload handler.<br>
function videoRenderer() {<br> var canv = document.getElementsByTagName('canvas');<br> for (var i = 0; i < canv.length; i++) {<br> var vID = canv[i].name;<br> if (vID != '') {<br> var video = // select video tag using vID here<br> if (video.paused) video.play();<br> canv[i].getContext('2d').drawImage(<br> video, 0, 0, canv[i].width, canv[i].height);<br> }<br> }<br> window.setTimeout('videoRenderer()', 10);<br>}
the important piece here is the drawImage() method from canvas.