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  • MediaSPIP Core : La Configuration

    9 November 2010, by

    MediaSPIP Core fournit par défaut trois pages différentes de configuration (ces pages utilisent le plugin de configuration CFG pour fonctionner) : une page spécifique à la configuration générale du squelettes; une page spécifique à la configuration de la page d’accueil du site; une page spécifique à la configuration des secteurs;
    Il fournit également une page supplémentaire qui n’apparait que lorsque certains plugins sont activés permettant de contrôler l’affichage et les fonctionnalités spécifiques de (...)

  • Creating farms of unique websites

    13 April 2011, by

    MediaSPIP 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" (...)

  • Personnaliser en ajoutant son logo, sa bannière ou son image de fond

    5 September 2013, by

    Certains thèmes prennent en compte trois éléments de personnalisation : l’ajout d’un logo; l’ajout d’une bannière l’ajout d’une image de fond;

On other websites (7327)

  • ffmpeg fast accurate cut

    28 July 2019, by Ali Rasooli

    I want to cut a part of Video file without re-encoding whole video.
    This is the method came to my mind:

    ffmpeg cut method

    first.mp4:

    ffmpeg -i in.mp4 -ss start_cut -t start_to_a first.mp4

    last.mp4:

    ffmpeg -i in.mp4 -ss b -t b_to_end last.mp4

    middle.mp4

    ffmpeg -i in.mp4 -ss a -t a_to_b -c copy middle.mp4

    then merge these three files with:

    merge -f concat -i fileslist -c copy out.mp4

    I tested this method but it’s not giving expected output the 3 video files are cut ok but after merging the middle part slows down and has low quality in out.mp4.

    What is the problem with this method? Or is there another method to fast accurate cut?

    Thank you.

  • Revision df037b615f: Adding API to read/write uncompressed frame header bits. The API is not final y

    22 May 2013, by Dmitry Kovalev

    Changed Paths:
     Modify /vp9/common/vp9_common.h


     Delete /vp9/common/vp9_header.h


     Modify /vp9/common/vp9_onyxc_int.h


     Modify /vp9/decoder/vp9_decodframe.c


     Add /vp9/decoder/vp9_read_bit_buffer.h


     Modify /vp9/encoder/vp9_bitstream.c


     Modify /vp9/encoder/vp9_onyx_if.c


     Add /vp9/encoder/vp9_write_bit_buffer.h


     Modify /vp9/vp9_common.mk


     Modify /vp9/vp9_dx_iface.c


     Modify /vp9/vp9cx.mk


     Modify /vp9/vp9dx.mk



    Adding API to read/write uncompressed frame header bits.

    The API is not final yet and can be changed. Actual layout of
    uncompressed frame part will be finalized later. Right now moving
    clr_type, error_resilient_mode, refresh_frame_context,
    frame_parallel_decoding_mode from first compressed partition to
    uncompressed frame part.

    Change-Id: I3afc5d4ea92c5a114f4c3d88f96858cccc15b76e

  • yuv to rgb conversion using OpenGL ES2.0 in android,

    8 October 2013, by 101110101100111111101101

    I have 2 questions about yuv to rgb conversion using OpenGL ES2.0 in android.

    First thing needs little background.

    -------BACK GROUND------

    When I put random data(YUVs one), It renders like good. (I'm not certain because data is
    random data.)

    however, When I put 'real' one, that is awkaward, important is 'render something'.

    I checked my codes(renderer, data parser, etc... every where), and no doubtful part , except for using GL_RGB parameters in method 'glRenderbufferStorage', 'glTexImage2D'...

    I changed that parameters many times which is in 'glRenderbufferStorage'(GL_RGBA4, GL_RGB565 etc... ). (current is GL_RGBA4)

    but no changed. (some parameters occur error, no rendering.)

    and 'glTexImage2D's parameters too. (current is GL_LUMINANCE.)

    Before Conversion : YUV420P (from ffmpeg pix_fmt_YUV420p) (16bpp, 2X2 Y4 Cb1 Cr1)
    After Conversion : RGB. (I don't know what's difference with RGB series... RGBA, RGB565 etc)
    Before decodedData : decoded linesize is 736 height is 480. (fixed)

    so 12*736*480/8 -> array size;
    Y is 736 * 480
    U is arraysize * 1/4;
    V is arraysize * 1/4;

    ---------BACK GROUND END-----------

    I wondering GL_RGB or RGBA4 or RGB565 that parameters effect output data's result?
    Not part of quality, but part of rendering or not.

    Second part is about fragment shader.

    My rendering engine structure has 3texture in fragment shader. (attach source below)

           "precision mediump float;               \n"
       "varying vec2 v_vTexCoord;          \n"
       "uniform sampler2D yTexture;        \n"
       "uniform sampler2D uTexture;        \n"
       "uniform sampler2D vTexture;        \n"
       "void main() {                      \n"
           "float y=texture2D(yTexture, v_vTexCoord).r;\n"
           "float u=texture2D(uTexture, v_vTexCoord).r;\n"
           "float v=texture2D(vTexture, v_vTexCoord).r;\n"
           "y=1.1643 * (y - 0.0625);\n"
           "u=u - 0.5;\n"
           "v=v - 0.5;\n"
           "float r=y + 1.5958 * v;\n"
           "float g=y - 0.39173 * u - 0.81290 * v;\n"
           "float b=y + 2.017 * u;\n"
           "gl_FragColor = vec4(r, g, b, 1.0);\n"
       "}\n";

    as you know, there are three texture, Ytex,Utex,Vtex.
    and then, it converts, and gl_FragColor = vec4(r,g,b,1.0);
    I don't know gl_FragColor = vec4(r,g,b,1.0) means.
    of cource, I know gl_FragColor is set, but How can I get actual r,g,b value?
    it renders in texture automatically?