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  • Selection of projects using MediaSPIP

    2 mai 2011, par

    The examples below are representative elements of MediaSPIP specific uses for specific projects.
    MediaSPIP farm @ Infini
    The non profit organizationInfini develops hospitality activities, internet access point, training, realizing innovative projects in the field of information and communication technologies and Communication, and hosting of websites. It plays a unique and prominent role in the Brest (France) area, at the national level, among the half-dozen such association. Its members (...)

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  • avfilter/vf_tpad : fix check for drawing initialization

    7 novembre 2023, par Marvin Scholz
    avfilter/vf_tpad : fix check for drawing initialization
    

    The check if drawing needs to be initialized and supported formats
    should be drawable ones was flawed, as pad_stop/pad_start is only
    populated from stop_duration/start_duration after these checks.

    To fix that, check the _duration variants as well and for better
    readability and maintainability break the check out into its own
    helper.

    Fixes a regression from 86b252ea9dee18006910e30646ad1067f2d1323f
    Fix #10621

    Signed-off-by : Anton Khirnov <anton@khirnov.net>

    • [DH] libavfilter/vf_tpad.c
  • Drawing library for ffmpeg AVFrame(YUV420) data

    18 mars 2020, par pandora2000

    I want to modify ffplay, which is ffmpeg’s simple native media player without controls like video tag in web browsers have, to add controls. Then, I want to draw trasparent circles or rectangles on raw AVFrame data with YUV420 format.

    So, what is recommended drawing library for raw YUV420 data in C ?

  • How to increase performance of bitmap drawing on Android

    20 avril 2012, par vitakot

    I created a movie player based on FFmpeg. It works fine. The decoding is quite fast, on LG P970 (Cortex A8 with Neon) I have an average 70 fps with 640 x 424 resolution video stream including YUV2RGB conversion. However, there is one bottleneck. It is drawing on Canvas.

    I use jnigraphics native library to fill picture data into the bitmap in the native side and then I draw this bitmap on Canvas in SurfaceView. It is quite simple and common approach, but the drawing takes 44 ms for bitmap with 640 x 424 resolution which reduces fps to 23 and makes this technique unusable... It takes a lot more then the whole A/V frame decoding !

    Is there any method how to draw bitmaps significantly faster ? I would prefer to render completely in the native code using OpenGLES 2, but I have read it also could be slow. So what now ?...

    How can I render bitmaps as fast as possible ?