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Sur d’autres sites (9241)

  • avcodec/vdpau : Support for VDPAU accelerated HEVC decoding

    13 juin 2015, par Philip Langdale
    avcodec/vdpau : Support for VDPAU accelerated HEVC decoding
    

    This change introduces basic support for HEVC decoding through vdpau.
    Right now, there are problems with the nvidia driver/library implementation
    that mean that frames are incorrectly laid out in memory when they are
    returned from the decoder, and it is normally impossible to recover the
    complete decoded frame due to loss of data from alignment inconsistencies.

    I obviously hope that nvidia will be fixing it in due course - I’ve verified
    the problems exist with their example application.

    As such, this support is not useful for any real world application, but I
    believe that it is correct (with the caveat that the mangled frames may hide
    problems) and will work properly once the nvidia problem is fixed.

    Right now it appears that any file encoded by x265 or nvenc is decoded
    correctly, but that’s because these files don’t use a bunch of HEVC
    features.

    Quick summary :

    Features that seem to work :

    1) Short Term References
    2) Scaling Lists
    3) Tiling

    Features with known problems :

    1) Long Term References

    It’s hard to tell what’s going on here. After I read the nvidia example
    app that does not set the IsLongTerm flag on LTRs, and changed my code,
    a bunch of frames using LTR started to display correctly, but there
    are still samples with glitches that are related to LTRs.

    In terms of real world files, both x265 and nvenc only use short term
    refs from this list. The divx encoder seems similar.

    Signed-off-by : Philip Langdale <philipl@overt.org>

    • [DH] configure
    • [DH] libavcodec/Makefile
    • [DH] libavcodec/allcodecs.c
    • [DH] libavcodec/hevc.c
    • [DH] libavcodec/vdpau_hevc.c
    • [DH] libavcodec/vdpau_internal.h
  • Render Multiple Gifs with ffplay/ffmpeg in Winform

    17 juin 2019, par Purqs

    I’m trying to get x number of animated gifs to render on like a Panel or PictureBox and using transparency that is in each gif. I’ve tried a couple approaches but am not super famiular with ffmpeg and such. Below is some code that I use to get it to render inside a panel, but I can’t figure out how to get like 5 gifs to stack/layer on one another and still render as you would expect.

    I need/want this to render in the form and not outputted. I am a little confused to why the ffplay.exe doesn’t use the -i command and that might be why i can’t get it to render. any ideas ?

    Working example below.

    using System;
    using System.Collections.Generic;
    using System.ComponentModel;
    using System.Data;
    using System.Drawing;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using System.Windows.Forms;
    using System.Diagnostics;
    using System.Threading;
    using System.IO;
    using System.Reflection;
    using System.Runtime.InteropServices;
    using System.Drawing.Text;
    using System.Text.RegularExpressions;
    using System.Configuration;
    using Microsoft.Win32;
    using System.Windows.Forms.VisualStyles;

    //FOR THIS EXAMPLE CREATE FORM HAVE BUTTON ON IT AND PANEL.
    //button: button's click is "button1_Click"
    //panel: Needed to output the render on it.
    //FILES:
    //Test.Gif
    //These ff files came from the ffmpeg offical site.
    //ffplay.exe //currently using
    //ffmpeg.exe //thinking i need to use to get it how I want.
    //I most of the code below from https://stackoverflow.com/questions/31465630/ffplay-successfully-moved-inside-my-winform-how-to-set-it-borderless which was a good starting point.

    namespace Test_Form
    {
       public partial class Form1 : Form
       {
           [DllImport("user32.dll", SetLastError = true)]
           private static extern bool MoveWindow(IntPtr hWnd, int X, int Y, int nWidth, int nHeight, bool bRepaint);

           [DllImport("user32.dll")]
           private static extern IntPtr SetParent(IntPtr hWndChild, IntPtr hWndNewParent);


           //Process ffplay = null;

           public Form1()
           {
               InitializeComponent();
               Application.EnableVisualStyles();
               this.DoubleBuffered = true;
           }



           public Process ffplay = new Process();
           private void FFplay()
           {
               ffplay.StartInfo.FileName = "ffplay.exe";
               ffplay.StartInfo.Arguments = "-noborder Test.gif"; //THIS IS WHERE I INPUT THE GIF FILE
               ffplay.StartInfo.CreateNoWindow = true;
               ffplay.StartInfo.RedirectStandardOutput = true;
               ffplay.StartInfo.UseShellExecute = false;

               ffplay.EnableRaisingEvents = true;
               ffplay.OutputDataReceived += (o, e) => Debug.WriteLine(e.Data ?? "NULL", "ffplay");
               ffplay.ErrorDataReceived += (o, e) => Debug.WriteLine(e.Data ?? "NULL", "ffplay");
               ffplay.Exited += (o, e) => Debug.WriteLine("Exited", "ffplay");
               ffplay.Start();

               Thread.Sleep(1000); // you need to wait/check the process started, then...

               // child, new parent
               // make 'this' the parent of ffmpeg (presuming you are in scope of a Form or Control)
               SetParent(ffplay.MainWindowHandle, this.Handle);

               // window, x, y, width, height, repaint
               // move the ffplayer window to the top-left corner and set the size to 320x280
               MoveWindow(ffplay.MainWindowHandle, 800, 600, 320, 280, true);

               SetParent(ffplay.MainWindowHandle, this.panel1.Handle);
               MoveWindow(ffplay.MainWindowHandle, -5, -30, 320, 280, true);
           }

    //runs the FFplay Command
    private void button1_Click(object sender, EventArgs e)
           {
               FFplay();

           }

           private void Form1_FormClosed(object sender, FormClosedEventArgs e)
           {
               try { ffplay.Kill(); }
               catch { }
           }
       }

    I would like the button to allow me to add any number of gifs (like 5 or 10) all to the same area and have them being animated with their transparent showing what is under that gif.

    So for example I could have a circle image, then a spinning/loading transparent gif on top, and then a gif that counts up/down on top of that one to give me the effect of a count-down.

    Thanks for all the help !

  • FFMpeg on docker

    31 mai 2022, par user1765862

    I'm trying to run FFMpegCore library in the docker&#xA;Here is my Dockerfile

    &#xA;

    FROM public.ecr.aws/lambda/dotnet:6 AS base&#xA;&#xA;FROM mcr.microsoft.com/dotnet/sdk:6.0-bullseye-slim as build&#xA;WORKDIR /src&#xA;COPY ["AWSServerless.csproj", "AWSServerless/"]&#xA;RUN dotnet restore "AWSServerless/AWSServerless.csproj"&#xA;&#xA;WORKDIR "/src/AWSServerless"&#xA;COPY . .&#xA;RUN dotnet build "AWSServerless.csproj" --configuration Release --output /app/build&#xA;&#xA;FROM build AS publish&#xA;&#xA;#fix for using System.Drawing.Common on docker&#xA;RUN apt-get update &amp;&amp; apt-get install -y apt-utils libgdiplus libc6-dev&#xA;&#xA;RUN apt-get install -y ffmpeg&#xA;&#xA;RUN dotnet publish "AWSServerless.csproj" \&#xA;            --configuration Release \ &#xA;            --runtime linux-x64 \&#xA;            --self-contained false \ &#xA;            --output /app/publish \&#xA;            -p:PublishReadyToRun=true  &#xA;&#xA;FROM base AS final&#xA;WORKDIR /var/task&#xA;&#xA;CMD ["AWSServerless::AWSServerless.LambdaEntryPoint::FunctionHandlerAsync"]&#xA;COPY --from=publish /app/publish .&#xA;

    &#xA;

    When I try to use any of FFMpegCore commands I'm getting following error in the log

    &#xA;

    &#xA;

    System.ComponentModel.Win32Exception (2) : An error occurred trying to&#xA;start process 'ffmpeg' with working directory '/var/task'. No such&#xA;file or directory

    &#xA;

    &#xA;