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    25 avril 2011, par

    MediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
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    If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...)

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    5 mars 2010, par

    Le site central/maître de la ferme a besoin d’utiliser plusieurs plugins supplémentaires vis à vis des canaux pour son bon fonctionnement. le plugin Gestion de la mutualisation ; le plugin inscription3 pour gérer les inscriptions et les demandes de création d’instance de mutualisation dès l’inscription des utilisateurs ; le plugin verifier qui fournit une API de vérification des champs (utilisé par inscription3) ; le plugin champs extras v2 nécessité par inscription3 (...)

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    10 mars 2010, par

    PHP et safe_mode activé
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Sur d’autres sites (10545)

  • Pass a full copy of the data argument to the processing event handlers.

    3 mai 2013, par blueimp
    Pass a full copy of the data argument to the processing event handlers.
  • avidec : Enable full parsing for potencoder mpeg1/2

    10 mai 2013, par Michael Niedermayer
    avidec : Enable full parsing for potencoder mpeg1/2
    

    Signed-off-by : Michael Niedermayer <michaelni@gmx.at>

    • [DH] libavformat/avidec.c
  • android ffmpeg opengl es render movie

    18 janvier 2013, par broschb

    I am trying to render video via the NDK, to add some features that just aren't supported in the sdk. I am using FFmpeg to decode the video and can compile that via the ndk, and used this as a starting point. I have modified that example and instead of using glDrawTexiOES to draw the texture I have setup some vertices and am rendering the texture on top of that (opengl es way of rendering quad).

    Below is what I am doing to render, but creating the glTexImage2D is slow. I want to know if there is any way to speed this up, or give the appearance of speeding this up, such as trying to setup some textures in the background and render pre-setup textures. Or if there is any other way to more quickly draw the video frames to screen in android ? Currently I can only get about 12fps.

    glClear(GL_COLOR_BUFFER_BIT);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glBindTexture(GL_TEXTURE_2D, textureConverted);

    //this is slow
    glTexImage2D(GL_TEXTURE_2D, /* target */
    0, /* level */
    GL_RGBA, /* internal format */
    textureWidth, /* width */
    textureHeight, /* height */
    0, /* border */
    GL_RGBA, /* format */
    GL_UNSIGNED_BYTE,/* type */
    pFrameConverted->data[0]);

    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
    glVertexPointer(3, GL_FLOAT, 0, vertices);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    EDIT
    I changed my code to initialize a gltextImage2D only once, and modify it with glSubTexImage2D, it didn't make much of an improvement to the framerate.

    I then modified the code to modify a native Bitmap object on the NDK. With this approach I have a background thread that runs that process the next frames and populates the bitmap object on the native side. I think this has potential, but I need to get the speed increased of converting the AVFrame object from FFmpeg into a native bitmap. Below is currently what I am using to convert, a brute force approach. Is there any way to increase the speed of this or optimize this conversion ?

    static void fill_bitmap(AndroidBitmapInfo*  info, void *pixels, AVFrame *pFrame)
    {
    uint8_t *frameLine;

    int  yy;
    for (yy = 0; yy &lt; info->height; yy++) {
       uint8_t*  line = (uint8_t*)pixels;
       frameLine = (uint8_t *)pFrame->data[0] + (yy * pFrame->linesize[0]);

       int xx;
       for (xx = 0; xx &lt; info->width; xx++) {
           int out_offset = xx * 4;
           int in_offset = xx * 3;

           line[out_offset] = frameLine[in_offset];
           line[out_offset+1] = frameLine[in_offset+1];
           line[out_offset+2] = frameLine[in_offset+2];
           line[out_offset+3] = 0;
       }
       pixels = (char*)pixels + info->stride;
    }
    }