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Autres articles (51)
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Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir -
Supporting all media types
13 avril 2011, parUnlike most software and media-sharing platforms, MediaSPIP aims to manage as many different media types as possible. The following are just a few examples from an ever-expanding list of supported formats : images : png, gif, jpg, bmp and more audio : MP3, Ogg, Wav and more video : AVI, MP4, OGV, mpg, mov, wmv and more text, code and other data : OpenOffice, Microsoft Office (Word, PowerPoint, Excel), web (html, CSS), LaTeX, Google Earth and (...)
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Menus personnalisés
14 novembre 2010, parMediaSPIP utilise le plugin Menus pour gérer plusieurs menus configurables pour la navigation.
Cela permet de laisser aux administrateurs de canaux la possibilité de configurer finement ces menus.
Menus créés à l’initialisation du site
Par défaut trois menus sont créés automatiquement à l’initialisation du site : Le menu principal ; Identifiant : barrenav ; Ce menu s’insère en général en haut de la page après le bloc d’entête, son identifiant le rend compatible avec les squelettes basés sur Zpip ; (...)
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Suggestions on moving textures in system ram to gpu in DirectX ?
11 février 2014, par OddlyOrdinaryI've used FFMPEG to decode a 1080p 60fps video and have a pool of ready texture color information. Stored as just an uint8_t array. I've managed to create ID3D102D textures and update them with the color information, but my performance varies from 45-65fps.
For reference this is a test application where I'm attempting to draw the video on a mesh. There are no other objects being processed by DirectX or my application.
My original implementation involved me getting the pixel information from the pool of decoded video frames, using a simple Dynamic texture2d, mapping/memcopying/unmapping. The memcopy was very expensive at about 20% of my runtime.
I've changed to decoding the video straight to a pool of D3D10_USAGE_DYNAMIC/D3D10_CPU_ACCESS_WRITE textures, and I'm able to always have textures ready before each update loop. I then have a Texture2D applied to the mesh that I'm updating with
ID3D10Texture2D* decodedFrame = mDecoder->GetFrame();
if(decodedFrontFrame){
//ID3D10Device* device;
device->CopyResource(mTexture, decodedFrame );
}From my understanding CopyResource should be faster but I don't see a noticeable difference. My questions are, is there a better way ? Also for textures created with D3D10_USAGE_DYNAMIC, is there a way to tell DirectX that I intend to use it on the gpu the next frame ?
The last thing I can think of would be decoding to a D3D10_USAGE_DEFAULT, but I don't know how I would create it using existing pixel information in system ram. Suggestions would be greatly appreciated, Thanks !
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Anomalie #2698 : mauvais hashage du mot de passe
12 mai 2012, par cedric -Debogué grace au skel de test de marcimat : #INSERT_HEAD .pass color :#494 ; .pass_alea color :#C00 ; #SETpass,#ENV**pass,0000000000000000000000000000 PHP Length :".strlen(’#GET**pass’)." " . _nano_sha256(’#GET**pass’). " " ; ?> JS jQuery(document).ready(function() (...)
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how to know when conversion is done when using ffmpeg php ?
6 mars 2016, par Patrioticcowi am converting some videos using this syntax. e
exec("ffmpeg -i video.avi -ar 22050 -ab 32 -f flv -s 320x240 video.flv", $out);
verything works ok, just that i don’t know when the files are ready.
print_r($out)
doesn’t seem to return anythingany ideas ?
Thanks