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  • Le profil des utilisateurs

    12 April 2011, by

    Chaque utilisateur dispose d’une page de profil lui permettant de modifier ses informations personnelle. Dans le menu de haut de page par défaut, un élément de menu est automatiquement créé à l’initialisation de MediaSPIP, visible uniquement si le visiteur est identifié sur le site.
    L’utilisateur a accès à la modification de profil depuis sa page auteur, un lien dans la navigation "Modifier votre profil" est (...)

  • Configurer la prise en compte des langues

    15 November 2010, by

    Accéder à la configuration et ajouter des langues prises en compte
    Afin de configurer la prise en compte de nouvelles langues, il est nécessaire de se rendre dans la partie "Administrer" du site.
    De là, dans le menu de navigation, vous pouvez accéder à une partie "Gestion des langues" permettant d’activer la prise en compte de nouvelles langues.
    Chaque nouvelle langue ajoutée reste désactivable tant qu’aucun objet n’est créé dans cette langue. Dans ce cas, elle devient grisée dans la configuration et (...)

  • XMP PHP

    13 May 2011, by

    Dixit Wikipedia, XMP signifie :
    Extensible Metadata Platform ou XMP est un format de métadonnées basé sur XML utilisé dans les applications PDF, de photographie et de graphisme. Il a été lancé par Adobe Systems en avril 2001 en étant intégré à la version 5.0 d’Adobe Acrobat.
    Étant basé sur XML, il gère un ensemble de tags dynamiques pour l’utilisation dans le cadre du Web sémantique.
    XMP permet d’enregistrer sous forme d’un document XML des informations relatives à un fichier : titre, auteur, historique (...)

On other websites (6206)

  • When I set libx264 codec in ffserver the stream does not show up in browser

    30 November 2020, by 0 day

    When I set VideoCodec libx264 in ffserver.conf the stream does not show up in browser

    


    <stream>&#xA;Format webm&#xA;# webm&#xA;Feed feed1.ffm&#xA;VideoCodec libx264&#xA;# swf&#xA;#libx264&#xA;VideoSize 840x525&#xA;VideoFrameRate 60&#xA;VideoBitRate 512&#xA;VideoBufferSize 512&#xA;NoAudio&#xA;AVOptionVideo flags &#x2B;global_header&#xA;StartSendOnKey&#xA;</stream>&#xA;

    &#xA;

    EDIT:

    &#xA;

    Here is my CLI

    &#xA;

    ffmpeg -probesize 1000M -framerate 60 -video_size 1680x1050 -f x11grab -i :0.0 -f alsa -i default -c:a aac -vf format=yuv420p http://localhost:8090/feed1.ffm&#xA;

    &#xA;

  • Record 60 second videos with ffmpeg constantly with webcam (dshow) and show preview

    1 June 2015, by user1200794

    I’m trying for a while to record a long stream but the recording should be seperated in files with 60 seconds length. Meanwhile, I want to show a video preview.

    Currently I was able to show the preview (with ffmpeg SDL support) and save the files every 60 seconds using multiple output of ffmpeg and a small Java app which is running ffmpeg for 60 seconds and then restart the application with the new file name (timestamp). But than there is a lack of recoding during the restart of around 1 second.

    Is it somehow possible to run a main ffmpeg which is showing the preview and another ffmpeg instance which is doing the recording and can be run with threads (so maybe for 1 second overlapping of the saved streams). I had a look on pipes and streaming but can’t find a suitable solution. I appreciate any idea :)

  • Fragment shader does not show any colour when compiled with vs2013

    11 June 2015, by 5mayfive

    When compiled with vs2010, the fragment shader works, but when I compiled and run in vs 2013, it’s grey.

    My fragment shader converts the yuv texture into rgb

    Below is my fragment code

       const char *FProgram =
       "uniform sampler2D Ytex;\n"
       "uniform sampler2D Utex;\n"
       "uniform sampler2D Vtex;\n"
       "void main(void) {\n"
       "  vec4 c = vec4((texture2D(Ytex, gl_TexCoord[0]).r - 16./255.) * 1.164);\n"
       "  vec4 U = vec4(texture2D(Utex, gl_TexCoord[0]).r - 128./255.);\n"
       "  vec4 V = vec4(texture2D(Vtex, gl_TexCoord[0]).r - 128./255.);\n"
       "  c += V * vec4(1.596, -0.813, 0, 0);\n"
       "  c += U * vec4(0, -0.392, 2.017, 0);\n"
       "  c.a = 1.0;\n"
       "  gl_FragColor = c;\n"
       "}\n";





    glClearColor(0, 0, 0, 0);

    PHandle = glCreateProgram();
    FSHandle = glCreateShader(GL_FRAGMENT_SHADER);



    glShaderSource(FSHandle, 1, &amp;FProgram, NULL);
    glCompileShader(FSHandle);

    glAttachShader(PHandle, FSHandle);
    glLinkProgram(PHandle);


    glUseProgram(PHandle);
    glDeleteProgram(PHandle);
    glDeleteProgram(FSHandle);

    This is my texture code, I receive linesize and yuv frame data from ffmpeg and make into texture. Everything works fine in VS 2010 computer, but when compiled and run in vs2013 computer, it is grey (black n white), no colour

       /* Select texture unit 1 as the active unit and bind the U texture. */
    glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize1);
    glActiveTexture(GL_TEXTURE1);
    i = glGetUniformLocation(PHandle, "Utex");
    glUniform1i(i, 1);  /* Bind Utex to texture unit 1 */
    glBindTexture(GL_TEXTURE_2D, 1);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame1);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);


    /* Select texture unit 2 as the active unit and bind the V texture. */
    glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize2);
    glActiveTexture(GL_TEXTURE2);
    i = glGetUniformLocation(PHandle, "Vtex");
    glUniform1i(i, 2);  /* Bind Vtext to texture unit 2 */
    glBindTexture(GL_TEXTURE_2D, 2);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame2);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);


    /* Select texture unit 0 as the active unit and bind the Y texture. */



    glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize0);
    glActiveTexture(GL_TEXTURE0);
    i = glGetUniformLocation(PHandle, "Ytex");
    glUniform1i(i, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame0);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);



    glClear(GL_COLOR_BUFFER_BIT);

    /* Draw image (again and again). */

    glBegin(GL_QUADS);
    glTexCoord2i(0, 0);
    glVertex2i(-w / 2, h / 2);
    glTexCoord2i(1, 0);
    glVertex2i(w / 2, h / 2);
    glTexCoord2i(1, 1);
    glVertex2i(w / 2, -h / 2);
    glTexCoord2i(0, 1);
    glVertex2i(-w / 2, -h / 2);
    glEnd();

    Need guidance here, thanks in advance!