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Rennes Emotion Map 2010-11
19 octobre 2011, par
Mis à jour : Juillet 2013
Langue : français
Type : Texte
Autres articles (78)
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Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs -
XMP PHP
13 mai 2011, parDixit Wikipedia, XMP signifie :
Extensible Metadata Platform ou XMP est un format de métadonnées basé sur XML utilisé dans les applications PDF, de photographie et de graphisme. Il a été lancé par Adobe Systems en avril 2001 en étant intégré à la version 5.0 d’Adobe Acrobat.
Étant basé sur XML, il gère un ensemble de tags dynamiques pour l’utilisation dans le cadre du Web sémantique.
XMP permet d’enregistrer sous forme d’un document XML des informations relatives à un fichier : titre, auteur, historique (...) -
Encoding and processing into web-friendly formats
13 avril 2011, parMediaSPIP automatically converts uploaded files to internet-compatible formats.
Video files are encoded in MP4, Ogv and WebM (supported by HTML5) and MP4 (supported by Flash).
Audio files are encoded in MP3 and Ogg (supported by HTML5) and MP3 (supported by Flash).
Where possible, text is analyzed in order to retrieve the data needed for search engine detection, and then exported as a series of image files.
All uploaded files are stored online in their original format, so you can (...)
Sur d’autres sites (7677)
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Fragment shader does not show any colour when compiled with vs2013
11 juin 2015, par 5mayfiveWhen compiled with vs2010, the fragment shader works, but when I compiled and run in vs 2013, it’s grey.
My fragment shader converts the yuv texture into rgb
Below is my fragment code
const char *FProgram =
"uniform sampler2D Ytex;\n"
"uniform sampler2D Utex;\n"
"uniform sampler2D Vtex;\n"
"void main(void) {\n"
" vec4 c = vec4((texture2D(Ytex, gl_TexCoord[0]).r - 16./255.) * 1.164);\n"
" vec4 U = vec4(texture2D(Utex, gl_TexCoord[0]).r - 128./255.);\n"
" vec4 V = vec4(texture2D(Vtex, gl_TexCoord[0]).r - 128./255.);\n"
" c += V * vec4(1.596, -0.813, 0, 0);\n"
" c += U * vec4(0, -0.392, 2.017, 0);\n"
" c.a = 1.0;\n"
" gl_FragColor = c;\n"
"}\n";
glClearColor(0, 0, 0, 0);
PHandle = glCreateProgram();
FSHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FSHandle, 1, &FProgram, NULL);
glCompileShader(FSHandle);
glAttachShader(PHandle, FSHandle);
glLinkProgram(PHandle);
glUseProgram(PHandle);
glDeleteProgram(PHandle);
glDeleteProgram(FSHandle);This is my texture code, I receive linesize and yuv frame data from ffmpeg and make into texture. Everything works fine in VS 2010 computer, but when compiled and run in vs2013 computer, it is grey (black n white), no colour
/* Select texture unit 1 as the active unit and bind the U texture. */
glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize1);
glActiveTexture(GL_TEXTURE1);
i = glGetUniformLocation(PHandle, "Utex");
glUniform1i(i, 1); /* Bind Utex to texture unit 1 */
glBindTexture(GL_TEXTURE_2D, 1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
/* Select texture unit 2 as the active unit and bind the V texture. */
glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize2);
glActiveTexture(GL_TEXTURE2);
i = glGetUniformLocation(PHandle, "Vtex");
glUniform1i(i, 2); /* Bind Vtext to texture unit 2 */
glBindTexture(GL_TEXTURE_2D, 2);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame2);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
/* Select texture unit 0 as the active unit and bind the Y texture. */
glPixelStorei(GL_UNPACK_ROW_LENGTH, linesize0);
glActiveTexture(GL_TEXTURE0);
i = glGetUniformLocation(PHandle, "Ytex");
glUniform1i(i, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glClear(GL_COLOR_BUFFER_BIT);
/* Draw image (again and again). */
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2i(-w / 2, h / 2);
glTexCoord2i(1, 0);
glVertex2i(w / 2, h / 2);
glTexCoord2i(1, 1);
glVertex2i(w / 2, -h / 2);
glTexCoord2i(0, 1);
glVertex2i(-w / 2, -h / 2);
glEnd();Need guidance here, thanks in advance !
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burning subtitles onto mp4, such that they always show, and cannot be turned off
27 janvier 2021, par Plazar99I have successfully create a command line that allows subtitles to be displayed, I can see them when I select the track number in VLC. What I would like is to burn the subtitles such that they always show when the mp4 is played by any player, and not provide the option to be turned off. All i need is a clue to pursue. does ffmpeg have an option to do this.
Thanks.


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avcodec/jpeg2000dec : Show the progression order at debug level for all variants
14 juin 2015, par Michael Niedermayer