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  • List of compatible distributions

    26 avril 2011, par

    The table below is the list of Linux distributions compatible with the automated installation script of MediaSPIP. Distribution nameVersion nameVersion number Debian Squeeze 6.x.x Debian Weezy 7.x.x Debian Jessie 8.x.x Ubuntu The Precise Pangolin 12.04 LTS Ubuntu The Trusty Tahr 14.04
    If you want to help us improve this list, you can provide us access to a machine whose distribution is not mentioned above or send the necessary fixes to add (...)

  • Ajouter des informations spécifiques aux utilisateurs et autres modifications de comportement liées aux auteurs

    12 avril 2011, par

    La manière la plus simple d’ajouter des informations aux auteurs est d’installer le plugin Inscription3. Il permet également de modifier certains comportements liés aux utilisateurs (référez-vous à sa documentation pour plus d’informations).
    Il est également possible d’ajouter des champs aux auteurs en installant les plugins champs extras 2 et Interface pour champs extras.

  • Les autorisations surchargées par les plugins

    27 avril 2010, par

    Mediaspip core
    autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs

Sur d’autres sites (12097)

  • Revision 07443f1589 : Refinements on modelcoef expt to reduce storage Uses more aggrerssive interpola

    20 mai 2013, par Deb Mukherjee

    Changed Paths :
     Modify /vp9/common/vp9_entropy.c


     Modify /vp9/common/vp9_entropy.h



    Refinements on modelcoef expt to reduce storage

    Uses more aggrerssive interpolation to reduce storage for the
    model tables by almost more than half. Only 48 lists of probs are
    stored (as opposed to 128 before), corresponding to ONE_NODE
    probabilities of :
    1,
    3, 7, 11, ..., 115, 119,
    127, 135, ..., 247, 255.

    Besides, only 1 table is used as opposed to 2 before. So the overall
    memory needed for the tables is just 48 * 8 = 384 bytes.

    The table currently used is based on a new Pareto distribution with
    heavier tail than a generalized Gaussian - which improves results on
    derf by about 0.1% over a single table Generaized Gaussian.

    Results overall on derfraw300 is -0.14%.

    Change-Id : I19bd03559cbf5894a9f8594b8023dcc3e546f6bd

  • Revision f153a5d063 : Make the intra rd search support 8x4/4x8 This commit allows the rate-distortion

    21 mai 2013, par Jingning Han

    Changed Paths :
     Modify /vp9/common/vp9_entropymode.c


     Modify /vp9/common/vp9_findnearmv.h


     Modify /vp9/decoder/vp9_decodemv.c


     Modify /vp9/encoder/vp9_bitstream.c


     Modify /vp9/encoder/vp9_encodeframe.c


     Modify /vp9/encoder/vp9_modecosts.c


     Modify /vp9/encoder/vp9_rdopt.c



    Make the intra rd search support 8x4/4x8

    This commit allows the rate-distortion optimization of intra coding
    capable of supporting 8x4 and 4x8 partition settings.

    It enables the entropy coding of intra modes in key frame using a
    unified contextual probability model conditioned on its above/left
    prediction modes.

    Coding performance :
    derf 0.464%

    Change-Id : Ieed055084e11fcb64d5d5faeb0e706d30268ba18

  • ffmpeg to opengl texture with glTexImage2D

    12 juin 2013, par 2kPi

    I'm trying to make a player in OpenGL. I use ffmpeg to decode the video.

    I searched several tutorial (StackOverflow, ....) how to convert my pFrameRGB-> data [0] texture in OpenGL, but it still shows me a white square. I converted my video to 512x256 to comply with 2 ^ n.

    I know my pFrameRGB is correct because I can create frameX.ppm with "SaveFrame (...)" function.

    I used the following source ( https://github.com/arashafiei/dranger-ffmpeg-tuto/blob/master/tutorial02.c ) code as a model by adapting for my player.

    And this is my source code :

    http://www.sourcepod.com/uagkel22-19078

    Does one of you have a solution to my problem ?

    Edit 1 :

    I delete :

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 1 ? GL_REPEAT : GL_CLAMP );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 1 ? GL_REPEAT : GL_CLAMP );

    And replaced :

    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, pCodecCtx->width, pCodecCtx->height, 0, GL_RGB, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);

    by :

    if(firstRendering){
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, pCodecCtx->width, pCodecCtx->height, 0, GL_RGB, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);

    firstRendering = 0;

    }else{

    glActiveTexture(texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, pCodecCtx->width, pCodecCtx->height, GL_RGB, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);
    }

    And i try to run but stiil nothing...