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Autres articles (38)
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Websites made with MediaSPIP
2 mai 2011, parThis page lists some websites based on MediaSPIP.
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Creating farms of unique websites
13 avril 2011, parMediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...) -
Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs
Sur d’autres sites (7902)
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Could not load or assembly or one of its dependencies
29 juin 2017, par Prathibha ChiranthanaI am using Aforge.net frame work for doing image processing work.
I have add ’AForge.Video.FFMPEG.dll’ as a referance to my project.
I am using VS2012 and 32 bit build target.
When Buiding i getSystem.IO.FileNotFoundException was unhandled
HResult=-2147024770
Message=Could not load file or assembly 'AForge.Video.FFMPEG.dll' or one of its dependencies. The specified module could not be found.
Source=VideoReadere
FileName=AForge.Video.FFMPEG.dll
FusionLog=""
StackTrace:
at VideoReadere.Form1..ctor()
at VideoReadere.Program.Main() in c:\Users\Prabad\Documents\Visual Studio 2012\Projects\VideoReadere\VideoReadere\Program.cs:line 19
at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args)
at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args)
at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
InnerException:my code for that is occur exception
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace VideoReadere
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
//here below line give exception
Application.Run(new Form1());
}
}
} -
Could not load or assembly or one of its dependencies
24 mars 2017, par Prathibha ChiranthanaI am using Aforge.net frame work for doing image processing work.
I have add ’AForge.Video.FFMPEG.dll’ as a referance to my project.
I am using VS2012 and 32 bit build target.
When Buiding i getSystem.IO.FileNotFoundException was unhandled
HResult=-2147024770
Message=Could not load file or assembly 'AForge.Video.FFMPEG.dll' or one of its dependencies. The specified module could not be found.
Source=VideoReadere
FileName=AForge.Video.FFMPEG.dll
FusionLog=""
StackTrace:
at VideoReadere.Form1..ctor()
at VideoReadere.Program.Main() in c:\Users\Prabad\Documents\Visual Studio 2012\Projects\VideoReadere\VideoReadere\Program.cs:line 19
at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args)
at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args)
at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
InnerException:my code for that is occur exception
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace VideoReadere
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
//here below line give exception
Application.Run(new Form1());
}
}
} -
Covert opengl framebuffer into ffmpeg encoded mp4 c++ [closed]
14 mai 2022, par user19068953I want to make a program that takes an mp4 file as an input and draws something on top of it then gives the new video as an output. So far I have a program that takes a file name, have ffmpeg decode it and draw whatever i want with opengl (I have followed this tutorial that draws on top of the video separately : https://gist.github.com/hradec/a8b8ae0bf82891a5d853b06619839d9d) and have an opengl framebuffer. My question is how do put opengl's framebuffer on top of ffmpeg frames and generate a new video with it then give a new file as an output ? The framebuffer is allocated in fbo, so i want to encode it to ffmpeg, something like


av_write_frame(state->fmt_ctx, &fbo) 



is there a function like this that allows me to write frame data into a newly created video ?


Here is my encoder :


int VideoDecoder::write_frame()
{
 // Find a way to write OpenGL Frames here.
 av_packet_rescale_ts(&state->packet, VideoSt.Ctx->time_base, VideoSt.Stream->time_base);
 state->packet.stream_index = VideoSt.Stream->index;
 return av_interleaved_write_frame(state->fmt_ctx, &state->packet);
}


bool VideoDecoder::encode_video()
{

 // TODO: This is horrible fix this function.

 state->packet = { nullptr };
 av_init_packet(&state->packet);

 fflush(stdout);

 IMG_Buffer.SetNum(ColorBuffer.Num() * 4);
 uint8* DestPtr = nullptr;
 for (auto i = 0; i < ColorBuffer.Num(); i++)
 {
 DestPtr = &IMG_Buffer[i * 4];
 auto SrcPtr = ColorBuffer[i];
 *DestPtr++ = SrcPtr.R;
 *DestPtr++ = SrcPtr.G;
 *DestPtr++ = SrcPtr.B;
 *DestPtr++ = SrcPtr.A;
 }

 uint8* inData[1] = { IMG_Buffer.GetData() };


 sws_scale(SwsCtx, inData, InLineSize, 0, VideoSt.Ctx->height, VideoSt.Frame->data, VideoSt.Frame->linesize);

 VideoSt.Frame->pts = VideoSt.NextPts++;
 if (FFmpegEncode(VideoSt.Frame) < 0)
 return false;

 auto ret = WriteFrame();

 if (ret < 0)
 {
 auto errstr = FString(av_err2str(ret));
 }
 av_packet_unref(&state->packet);


 GotOutput = 0;
 auto ret = avcodec_send_frame(VideoSt.Ctx, frame);
 if (ret < 0 && ret != AVERROR_EOF) {
 auto errstr = FString(av_err2str(ret));
 return -1;
 }

 ret = avcodec_receive_packet(VideoSt.Ctx, &Pkt);
 if (ret == AVERROR(EAGAIN) || ret == AVERROR_EOF)
 return 0;

 if (ret < 0)
 {
 auto errstr = FString(av_make_error_string(ret).c_str());
 av_packet_unref(&Pkt);
 return -1;
 }

 GotOutput = 1;
 return 0;


 for (GotOutput = 1; GotOutput; count++)
 {
 fflush(stdout);

 FFmpegEncode(nullptr);

 if (GotOutput)
 {
 auto ret = WriteFrame(false);
 if (ret < 0)
 {
 auto errstr = FString(av_err2str(ret));
 }
 av_packet_unref(&Pkt);
 }
 }

 auto ret = av_write_trailer(FmtCtx);
 if (ret < 0)
 {
 auto errstr = FString(av_err2str(ret));
 }
}



and here is my simple frame buffer :


bool OpenGLRenderer::alloc_frame_buffer()
{
 unsigned int fbo;
 glGenFramebuffers(1, &fbo);

 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false;

 glBindFramebuffer(GL_FRAMEBUFFER, fbo);

 unsigned int texture;
 glGenTextures(1, &texture);
 glBindTexture(GL_TEXTURE_2D, texture);

 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
}