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  • List of compatible distributions

    26 avril 2011, par

    The table below is the list of Linux distributions compatible with the automated installation script of MediaSPIP. Distribution nameVersion nameVersion number Debian Squeeze 6.x.x Debian Weezy 7.x.x Debian Jessie 8.x.x Ubuntu The Precise Pangolin 12.04 LTS Ubuntu The Trusty Tahr 14.04
    If you want to help us improve this list, you can provide us access to a machine whose distribution is not mentioned above or send the necessary fixes to add (...)

  • La sauvegarde automatique de canaux SPIP

    1er avril 2010, par

    Dans le cadre de la mise en place d’une plateforme ouverte, il est important pour les hébergeurs de pouvoir disposer de sauvegardes assez régulières pour parer à tout problème éventuel.
    Pour réaliser cette tâche on se base sur deux plugins SPIP : Saveauto qui permet une sauvegarde régulière de la base de donnée sous la forme d’un dump mysql (utilisable dans phpmyadmin) mes_fichiers_2 qui permet de réaliser une archive au format zip des données importantes du site (les documents, les éléments (...)

  • Script d’installation automatique de MediaSPIP

    25 avril 2011, par

    Afin de palier aux difficultés d’installation dues principalement aux dépendances logicielles coté serveur, un script d’installation "tout en un" en bash a été créé afin de faciliter cette étape sur un serveur doté d’une distribution Linux compatible.
    Vous devez bénéficier d’un accès SSH à votre serveur et d’un compte "root" afin de l’utiliser, ce qui permettra d’installer les dépendances. Contactez votre hébergeur si vous ne disposez pas de cela.
    La documentation de l’utilisation du script d’installation (...)

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  • ffmpeg video to opengl texture

    23 avril 2017, par Infiniti Fizz

    I’m trying to render frames grabbed and converted from a video using ffmpeg to an OpenGL texture to be put on a quad. I’ve pretty much exhausted google and not found an answer, well I’ve found answers but none of them seem to have worked.

    Basically, I am using avcodec_decode_video2() to decode the frame and then sws_scale() to convert the frame to RGB and then glTexSubImage2D() to create an openGL texture from it but can’t seem to get anything to work.

    I’ve made sure the "destination" AVFrame has power of 2 dimensions in the SWS Context setup. Here is my code :

    SwsContext *img_convert_ctx = sws_getContext(pCodecCtx->width,
                   pCodecCtx->height, pCodecCtx->pix_fmt, 512,
                   256, PIX_FMT_RGB24, SWS_BICUBIC, NULL,
                   NULL, NULL);

    //While still frames to read
    while(av_read_frame(pFormatCtx, &packet)>=0) {
       glClear(GL_COLOR_BUFFER_BIT);

       //If the packet is from the video stream
       if(packet.stream_index == videoStream) {
           //Decode the video
           avcodec_decode_video2(pCodecCtx, pFrame, &frameFinished, &packet);

           //If we got a frame then convert it and put it into RGB buffer
           if(frameFinished) {
               printf("frame finished: %i\n", number);
               sws_scale(img_convert_ctx, pFrame->data, pFrame->linesize, 0, pCodecCtx->height, pFrameRGB->data, pFrameRGB->linesize);

               glBindTexture(GL_TEXTURE_2D, texture);
               //gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pCodecCtx->width, pCodecCtx->height, GL_RGB, GL_UNSIGNED_INT, pFrameRGB->data);
               glTexSubImage2D(GL_TEXTURE_2D, 0, 0,0, 512, 256, GL_RGB, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);
               SaveFrame(pFrameRGB, pCodecCtx->width, pCodecCtx->height, number);
               number++;
           }
       }

       glColor3f(1,1,1);
       glBindTexture(GL_TEXTURE_2D, texture);
       glBegin(GL_QUADS);
           glTexCoord2f(0,1);
           glVertex3f(0,0,0);

           glTexCoord2f(1,1);
           glVertex3f(pCodecCtx->width,0,0);

           glTexCoord2f(1,0);
           glVertex3f(pCodecCtx->width, pCodecCtx->height,0);

           glTexCoord2f(0,0);
           glVertex3f(0,pCodecCtx->height,0);

       glEnd();

    As you can see in that code, I am also saving the frames to .ppm files just to make sure they are actually rendering, which they are.

    The file being used is a .wmv at 854x480, could this be the problem ? The fact I’m just telling it to go 512x256 ?

    P.S. I’ve looked at this Stack Overflow question but it didn’t help.

    Also, I have glEnable(GL_TEXTURE_2D) as well and have tested it by just loading in a normal bmp.

    EDIT

    I’m getting an image on the screen now but it is a garbled mess, I’m guessing something to do with changing things to a power of 2 (in the decode, swscontext and gluBuild2DMipmaps as shown in my code). I’m usually nearly exactly the same code as shown above, only I’ve changed glTexSubImage2D to gluBuild2DMipmaps and changed the types to GL_RGBA.

    Here is what the frame looks like :

    Ffmpeg as OpenGL Texture garbled

    EDIT AGAIN

    Just realised I haven’t showed the code for how pFrameRGB is set up :

    //Allocate video frame for 24bit RGB that we convert to.
    AVFrame *pFrameRGB;
    pFrameRGB = avcodec_alloc_frame();

    if(pFrameRGB == NULL) {
       return -1;
    }

    //Allocate memory for the raw data we get when converting.
    uint8_t *buffer;
    int numBytes;
    numBytes = avpicture_get_size(PIX_FMT_RGB24, pCodecCtx->width, pCodecCtx->height);
    buffer = (uint8_t *) av_malloc(numBytes*sizeof(uint8_t));

    //Associate frame with our buffer
    avpicture_fill((AVPicture *) pFrameRGB, buffer, PIX_FMT_RGB24,
       pCodecCtx->width, pCodecCtx->height);

    Now that I ahve changed the PixelFormat in avgpicture_get_size to PIX_FMT_RGB24, I’ve done that in SwsContext as well and changed GluBuild2DMipmaps to GL_RGB and I get a slightly better image but it looks like I’m still missing lines and it’s still a bit stretched :

    Ffmpeg Garbled OpenGL Texture 2

    Another Edit

    After following Macke’s advice and passing the actual resolution to OpenGL I get the frames nearly proper but still a bit skewed and in black and white, also it’s only getting 6fps now rather than 110fps :

    enter image description here

    P.S.

    I’ve got a function to save the frames to image after sws_scale() and they are coming out fine as colour and everything so something in OGL is making it B&W.

    LAST EDIT

    Working ! Okay I have it working now, basically I am not padding out the texture to a power of 2 and just using the resolution the video is.

    I got the texture showing up properly with a lucky guess at the correct glPixelStorei()

    glPixelStorei(GL_UNPACK_ALIGNMENT, 2);

    Also, if anyone else has the subimage() showing blank problem like me, you have to fill the texture at least once with glTexImage2D() and so I use it once in the loop and then use glTexSubImage2D() after that.

    Thanks Macke and datenwolf for all your help.

  • FFMPEG - How to do PIP with mp4 and png

    4 avril 2017, par user3599518

    I would like to display the MP4 file, where is the black box in PNG

    enter image description here

    enter image description here

    ffmpeg -y  -i d.mp4  -vf "movie=trans.png [small]; [in] scale=320:180 [in]; [small][in] overlay=130:2  [out]" -s 640x360 /var/www/PIP.flv

    I tried, but I failed to do.

  • Specify background colour when generating movie from images

    17 février 2014, par Uko

    I generate a video from png images using

    ffmpeg -i visualization/%d.png -c:v libx264 -vf "scale=500:trunc(ow/a/2)*2"  -pix_fmt yuv420p z.mov

    and if images have transparencies, they become black. Can I somehow make them white ?