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Les Miserables
9 décembre 2019, par
Mis à jour : Décembre 2019
Langue : français
Type : Textuel
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VideoHandle
8 novembre 2019, par
Mis à jour : Novembre 2019
Langue : français
Type : Video
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Somos millones 1
21 juillet 2014, par
Mis à jour : Juin 2015
Langue : français
Type : Video
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Un test - mauritanie
3 avril 2014, par
Mis à jour : Avril 2014
Langue : français
Type : Textuel
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Pourquoi Obama lit il mes mails ?
4 février 2014, par
Mis à jour : Février 2014
Langue : français
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IMG 0222
6 octobre 2013, par
Mis à jour : Octobre 2013
Langue : français
Type : Image
Autres articles (97)
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MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
HTML5 audio and video support
13 avril 2011, parMediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
For older browsers the Flowplayer flash fallback is used.
MediaSPIP allows for media playback on major mobile platforms with the above (...)
Sur d’autres sites (9872)
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libaomenc : Add support for tiles
23 octobre 2018, par Mark Thompsonlibaomenc : Add support for tiles
Adds an option to specify the number of tile rows and columns, then uses
a uniform tiling if possible and otherwise a fixed tiling with equal-sized
tiles to fill the frame.Also adds -tile-columns and -tile-rows options to make tilings with
power-of-two numbers of tiles, matching the behaviour of the libvpx/VP9
encoder. -
a lot of GREEN Color at YUV420p —> RGB in OpenGL 2.0 Shader on iOS
25 octobre 2012, par 이형근I want to make a movie player for iOS using ffmpeg and OpenGL ES 2.0
but I have some problem. Output RGB image has a lot of GREEN color.
This is code and images- 480x320 width & height :
- 512x512 Texture width & height
I got a YUV420p row data from ffmpeg AVFrame.
for (int i = 0, nDataLen = 0; i < 3; i++) {
int nShift = (i == 0) ? 0 : 1;
uint8_t *pYUVData = (uint8_t *)_frame->data[i];
for (int j = 0; j < (mHeight >> nShift); j++) {
memcpy(&pData->pOutBuffer[nDataLen], pYUVData, (mWidth >> nShift));
pYUVData += _frame->linesize[i];
nDataLen += (mWidth >> nShift);
}
}and prepare texture for Y, U & V channel.
//: U Texture
if (sampler1Texture) glDeleteTextures(1, &sampler1Texture);
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &sampler1Texture);
glBindTexture(GL_TEXTURE_2D, sampler1Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// This is necessary for non-power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glEnable(GL_TEXTURE_2D);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_LUMINANCE,
texW / 2,
texH / 2,
0,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
NULL);
//: V Texture
if (sampler2Texture) glDeleteTextures(1, &sampler2Texture);
glActiveTexture(GL_TEXTURE2);
glGenTextures(1, &sampler2Texture);
glBindTexture(GL_TEXTURE_2D, sampler2Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// This is necessary for non-power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glEnable(GL_TEXTURE_2D);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_LUMINANCE,
texW / 2,
texH / 2,
0,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
NULL);
//: Y Texture
if (sampler0Texture) glDeleteTextures(1, &sampler0Texture);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &sampler0Texture);
glBindTexture(GL_TEXTURE_2D, sampler0Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// This is necessary for non-power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glEnable(GL_TEXTURE_2D);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_LUMINANCE,
texW,
texH,
0,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
NULL);Rendering part is below.
int _idxU = mFrameW * mFrameH;
int _idxV = _idxU + (_idxU / 4);
// U data
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, sampler1Texture);
glUniform1i(sampler1Uniform, 1);
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
mFrameW / 2, // source width
mFrameH / 2, // source height
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
&_frameData[_idxU]);
// V data
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, sampler2Texture);
glUniform1i(sampler2Texture, 2);
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
mFrameW / 2, // source width
mFrameH / 2, // source height
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
&_frameData[_idxV]);
// Y data
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sampler0Texture);
glUniform1i(sampler0Uniform, 0);
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
mFrameW, // source width
mFrameH, // source height
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
_frameData);Vertex Shader & Fragment Shader is below.
attribute vec4 Position;
attribute vec2 TexCoordIn;
varying vec2 TexCoordOut;
varying vec2 TexCoordOut_UV;
uniform mat4 Projection;
uniform mat4 Modelview;
void main()
{
gl_Position = Projection * Modelview * Position;
TexCoordOut = TexCoordIn;
}
uniform sampler2D sampler0; // Y Texture Sampler
uniform sampler2D sampler1; // U Texture Sampler
uniform sampler2D sampler2; // V Texture Sampler
varying highp vec2 TexCoordOut;
void main()
{
highp float y = texture2D(sampler0, TexCoordOut).r;
highp float u = texture2D(sampler2, TexCoordOut).r - 0.5;
highp float v = texture2D(sampler1, TexCoordOut).r - 0.5;
//y = 0.0;
//u = 0.0;
//v = 0.0;
highp float r = y + 1.13983 * v;
highp float g = y - 0.39465 * u - 0.58060 * v;
highp float b = y + 2.03211 * u;
gl_FragColor = vec4(r, g, b, 1.0);
}Y Texture (Grayscale) is correct but U & V has a lot of Green Color.
So final RGB image (Y+U+V) has a lot of GREEN Color.
What's the problem ?Please help.
thanks. -
Fragmented MP4 has wrong duration in Windows Media Player
3 février 2020, par ExpressingxI’m streaming video from a camera to a file using
ffmpeg
. The case to useFragmented MP4
is that there can be sudden power off and lose the video. I’ve configured the fragments to be at least 30 secs and this is how much theWindows Media Player
reports for the duration even if its 2 hours long, after that it keeps streaming the video but is not seekable after the 30th second. How can be that fixed ?ffmpeg -c copy -movflags frag_keyframe+separate_moof+omit_tfhd_offset -min_frag_duration 30000000 -bsf:a aac_adtstoasc \ out.mp4
If I use
-movflags frag_keyframe+empty_moov
then the video is not seekable at all and no duration reported.I aim for seekable video with correct duration both on VLC/Windows Media Player
Version of ffmpeg : 3.3.4