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Autres articles (26)
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La file d’attente de SPIPmotion
28 novembre 2010, parUne file d’attente stockée dans la base de donnée
Lors de son installation, SPIPmotion crée une nouvelle table dans la base de donnée intitulée spip_spipmotion_attentes.
Cette nouvelle table est constituée des champs suivants : id_spipmotion_attente, l’identifiant numérique unique de la tâche à traiter ; id_document, l’identifiant numérique du document original à encoder ; id_objet l’identifiant unique de l’objet auquel le document encodé devra être attaché automatiquement ; objet, le type d’objet auquel (...) -
Contribute to documentation
13 avril 2011Documentation is vital to the development of improved technical capabilities.
MediaSPIP welcomes documentation by users as well as developers - including : critique of existing features and functions articles contributed by developers, administrators, content producers and editors screenshots to illustrate the above translations of existing documentation into other languages
To contribute, register to the project users’ mailing (...) -
Récupération d’informations sur le site maître à l’installation d’une instance
26 novembre 2010, parUtilité
Sur le site principal, une instance de mutualisation est définie par plusieurs choses : Les données dans la table spip_mutus ; Son logo ; Son auteur principal (id_admin dans la table spip_mutus correspondant à un id_auteur de la table spip_auteurs)qui sera le seul à pouvoir créer définitivement l’instance de mutualisation ;
Il peut donc être tout à fait judicieux de vouloir récupérer certaines de ces informations afin de compléter l’installation d’une instance pour, par exemple : récupérer le (...)
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Running error, [h264 @ 0x10af4a0] AVC : nal size [big number]
27 mars 2017, par BeanoceanI am using libavformat apis to get video frame from a MP4 video file. My code (c++) runs good in my personal computer, but when I try to deploy it into computing server, there are something strange happens. In the function ’av_read_frame()’, some errors appear.
[h264 @ 0x10af4a0] AVC: nal size 555453589
[h264 @ 0x10af4a0] AVC: nal size 555453589
[h264 @ 0x10af4a0] no frame!My code is like this :
if (av_read_frame(_p_format_ctx, &_packet) < 0) {
return false;
}But when this error occurs, the program doesn’t exit. But the final results are wrong.
The OS of computing server is Linux, the kernel is 2.6.32.
The version of FFmpeg is 3.2.4.
The version of gcc is 4.8.2. -
ffmpeg x264 encoding cpu usage
4 décembre 2016, par Amin FazlaliI want to convert a mkv formatted video to mp4, using the ffmpeg application.
and for that I ran below command in terminal :ffmpeg -y -i c38a4990774b3c23.mkv -c:v libx264 -c:a aac -r 25 -strict -2 -map_metadata -1 -movflags faststart -vf "crop=1920:800:0:4, scale=iw*min(426/iw\,240/ih):ih*min(426/iw\,240/ih), pad=426:240:(426-iw*min(426/iw\,240/ih))/2:(240-ih*min(426/iw\,240/ih))/2, setsar=sar=1" output.mp4
I have compiled ffmpeg with —enable-pthread configuration
when I run this command on my personal PC with a 3.2GHz quad core cpu, it uses 60% of overall cpu process and encode video with 150fps ; but when I run this command on a production server with 8 2.4GHz dual core cpu (16 core) it only uses up to 20% of overall cpu process and encode video with 97fps.
I have also tried ramdisk but I got no performance improvement.
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Texture rendering on iOS using OpenGL ES in Unity project
30 mars 2016, par Time1essI’m working on a project, part of which is to stream video to my iPhone. I use my laptop to create the video stream to my iPhone with ffmpeg.
The stream code in shell is below :
ffmpeg \
-f avfoundation -i "1" -s 1280*720 -r 29.97 \
-c:v mpeg2video -q:v 20 -pix_fmt yuv420p -g 1 -threads 4\
-f mpegts udp://192.168.1.102:6666with this, I successfully create my video stream.
In Unity, I want to decode the video stream to create a texture. After I have gone through some ffmpeg tutorial and Unity tutorial, I created my link library. Some of these codes are below (ask me if more is needed) :
In my library :
buffer alloc :
uint8_t *buffer;
int buffer_size;
buffer_size = avpicture_get_size(AV_PIX_FMT_RGBA, VIEW_WIDTH, VIEW_HEIGHT);
buffer = (uint8_t *) av_malloc(buffer_size*sizeof(uint8_t));
avpicture_fill((AVPicture *) pFrameRGB, buffer, AV_PIX_FMT_RGBA,
VIEW_WIDTH, VIEW_HEIGHT);getContext :
is->sws_ctx = sws_getContext
(
is->video_st->codec->width,
is->video_st->codec->height,
is->video_st->codec->pix_fmt,
VIEW_WIDTH,
VIEW_HEIGHT,
AV_PIX_FMT_RGBA,
SWS_BILINEAR,
NULL,
NULL,
NULL
);sws_scale :
sws_scale(
is->sws_ctx,
(uint8_t const * const *)pFrame->data,
pFrame->linesize,
0,
is->video_st->codec->height,
pFrameRGB->data,
pFrameRGB->linesize
);texture render :
static void UNITY_INTERFACE_API OnRenderEvent(int texID)
{
GLuint gltex = (GLuint)(size_t)(texID);
glBindTexture(GL_TEXTURE_2D, gltex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIEW_WIDTH, VIEW_HEIGHT,
GL_RGBA, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);
glGetError();
return;
}
extern "C" UnityRenderingEvent UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API GetRenderEventFunc()
{
return OnRenderEvent;
}In Unity :
texture created :
private Texture2D texture;
private int texID;
texture = new Texture2D (width, height, TextureFormat.RGBA32, false);
texture.filterMode = FilterMode.Point;
texture.Apply ();
GetComponent<renderer> ().material.mainTexture = texture;
texID = texture.GetNativeTexturePtr ().ToInt32();
</renderer>update func :
void Update ()
{
GL.IssuePluginEvent(GetRenderEventFunc(), texID);
}Video stream info :
Input #0, mpegts, from 'udp://0.0.0.0:6666':
Duration: N/A, start: 2.534467, bitrate: N/A
Program 1
Metadata:
service_name : Service01
service_provider: FFmpeg
Stream #0:0[0x100]: Video: mpeg2video (Main) ([2][0][0][0] / 0x0002), yuv420p(tv), 1280x720 [SAR 1:1 DAR 16:9], max. 104857 kb/s, 29.97 fps, 29.97 tbr, 90k tbn, 59.94 tbcLeave other details, my library works fine on the Unity simulator, but when I compiled all my libraries for arm64 and used the xcode project that Unity created to build my app and ran it, I couldn’t get any texture rendered in my iPhone, I checked my network and I’m sure that data had been sent to my iPhone and the Debug log showed me that frame has been successfully decoded also the
OnRenderEvent
function had been called.FYI :
Unity 5.3.2f1 Personal
Xcode 7.2.1
iOS 9.2.1
ffmpeg 3.0