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  • La file d’attente de SPIPmotion

    28 novembre 2010, par

    Une 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 2011

    Documentation 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 (...)

  • Selection of projects using MediaSPIP

    2 mai 2011, par

    The examples below are representative elements of MediaSPIP specific uses for specific projects.
    MediaSPIP farm @ Infini
    The non profit organizationInfini develops hospitality activities, internet access point, training, realizing innovative projects in the field of information and communication technologies and Communication, and hosting of websites. It plays a unique and prominent role in the Brest (France) area, at the national level, among the half-dozen such association. Its members (...)

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  • how to restream rtsp h264 as "live dvr" for iOs using ffserver ?

    18 mai 2017, par mojovski

    I would like to grab an existing stream from an IP-Camera delivering h264 encoded rtsp stream and restream it for iPhone/Ipad, where the user would have the opportunity to jump back in time for aprox. 1 minute. And later jump back to the "live" feed.

    Actually I would like to do the same as in wowza (http://www.wowza.com/addons/wowza-ndvr-addon) but with ff** software.

    Thank you for all your hints !

  • trying to build a audio video format convertion tool help required

    19 février 2012, par moon

    hello i am going to build a windows desktop tool that can convert the audio and video formats of all types.

    i am in technology selection phase.

    thinking about java and ffmpeg for this purpose but i come to know there are some formats that ffmpeg can not convert for them what should i do ?

    second is there ffmpge api for java to use intead of using it through process builder ?

    and at last is there any other approach that is more easy and stable from described above ?

    AVI, MPG, MPEG, VOB, WMV, MP4, M4V,

    ASF, MOV, QT, 3GP, DAT, OGM, DVR-MS, FLV, MKV, RM, RMVB, VRO, TS, AMV,
    F4V, MTS, MT2S, WAV, MP3, WMA, OGG, APE,

    M4A, MPC, WV, AMR, AC3, AU to AVI, MPEG, MOV, WMV, MP4, RM, iPod,
    iPad, HTC, PSP, iPhone, Zune, BlackBerry, Apple

    TV, PS3, Xbox360, Creative ZEN, Archos, iRiver, 3GP, FLV, SWF, WAV,
    MP3, WMA, M4A, AMR, AAC, AIFF and AC3

    help required

    regards.

  • CVOpenGLESTextureCacheCreateTextureFromImage from uint8_t buffer

    6 novembre 2015, par resident_

    I’m developing an video player for iPhone. I’m using ffmpeg libraries to decode frames of video and I’m using opengl 2.0 to render the frames to the screen.

    But my render method is very slowly.

    A user told me :
    iOS 5 includes a new way to do this fast. The trick is to use AVFoundation and link a Core Video pixel buffer directly to an OpenGL texture.

    My problem now is that my video player send to render method a uint8_t* type that I use then with glTexSubImage2D.

    But if I want to use CVOpenGLESTextureCacheCreateTextureFromImage I need a CVImageBufferRef with the frame.

    The question is : How I can create CVImageBufferRef from uint8_t buffer ?

    This is my render method :

    - (void) render: (uint8_t*) buffer


    NSLog(@"render") ;

    [EAGLContext setCurrentContext:context];

    glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    glViewport(0, 0, backingWidth, backingHeight);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // OpenGL loads textures lazily so accessing the buffer is deferred until draw; notify
    // the movie player that we're done with the texture after glDrawArrays.        
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mFrameW, mFrameH, GL_RGB,GL_UNSIGNED_SHORT_5_6_5, buffer);  

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    [moviePlayerDelegate bufferDone];

    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER];

    Thanks,