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  • L’agrémenter visuellement

    10 avril 2011

    MediaSPIP est basé sur un système de thèmes et de squelettes. Les squelettes définissent le placement des informations dans la page, définissant un usage spécifique de la plateforme, et les thèmes l’habillage graphique général.
    Chacun peut proposer un nouveau thème graphique ou un squelette et le mettre à disposition de la communauté.

  • Ajouter des informations spécifiques aux utilisateurs et autres modifications de comportement liées aux auteurs

    12 avril 2011, par

    La manière la plus simple d’ajouter des informations aux auteurs est d’installer le plugin Inscription3. Il permet également de modifier certains comportements liés aux utilisateurs (référez-vous à sa documentation pour plus d’informations).
    Il est également possible d’ajouter des champs aux auteurs en installant les plugins champs extras 2 et Interface pour champs extras.

  • Soumettre améliorations et plugins supplémentaires

    10 avril 2011

    Si vous avez développé une nouvelle extension permettant d’ajouter une ou plusieurs fonctionnalités utiles à MediaSPIP, faites le nous savoir et son intégration dans la distribution officielle sera envisagée.
    Vous pouvez utiliser la liste de discussion de développement afin de le faire savoir ou demander de l’aide quant à la réalisation de ce plugin. MediaSPIP étant basé sur SPIP, il est également possible d’utiliser le liste de discussion SPIP-zone de SPIP pour (...)

Sur d’autres sites (13107)

  • Visual Studio can't detect FFmpeg

    19 avril 2023, par Jonathan

    I'm using Visual Studio Community 2022 for a Python 3 project that involves using FFmpeg. However, when I try to run my code, I get the following error message :

    


    RuntimeWarning: Couldn't find ffmpeg or avconv - defaulting to ffmpeg, but may not work


    


    I have FFmpeg installed and added to my PATH, but it still doesn't seem to be working. Here are the steps I've taken so far to try to fix this :

    


      

    1. I tried installing the FFmpeg pip package, but it didn't change anything.

      


    2. 


    3. I searched for solutions on sites like learn.microsoft.com and
stackoverflow.com, but I haven't been able to find anything that works for me. This question also didn't answer my question

      


    4. 


    5. I also asked for help in Visual Studio Code, but I wasn't able to find a solution there either.

      


    6. 


    


    I would appreciate any guidance on how to fix this issue. Thank you !

    


  • 4K Screen Recording on 1080p Monitors [closed]

    10 avril, par Souhail Benlhachemi

    I have created a basic windows screen recording app (ffmpeg + GUI), but I noticed that the quality of the recording depends on the monitor used to record, the video recording quality when recorded using a full HD is different from he video recording quality when recorded using a 4k monitor (which is obvious).

    


    There is not much difference between the two when playing the recorded video with a scale of 100%, but when I zoom to 150% or more, we clearly can see the difference between the two recorded videos (1920x1080 VS the 4k).

    


    I did some research on how to do screen recording with a 4k quality on a full hd monitor, and here is what I found :

    


    I played with the windows duplicate API (AcquireNextFrame function which gives you the next frame on the swap chain), I successfully managed to convert the buffer to a PNG image and save it locally to my machine, but as you expect the quality was the same as a normal screenshot ! Because AcquireNextFrame return a frame after it is rasterized.

    


    Then I came across what’s called “Graphics pipeline”, I spent some time to understand the basics, and finally I came to a conclusion that I need to intercept somehow the pre-rasterize data (the data that comes before the Rasterizer Stage - Geometry shaders, etc...) and then duplicate this data and do an off-screen render on a new 4k render target, but the windows API don’t allow that, there is no way to do that ! The only option they have on docs is what’s called Stream Output Stage, but this is useful only if you want to render your own shaders, not the ones that my display is using. (I tried to use MinHook to intercept data but no luck).

    


    After that, I tried a different approach, I managed to create a virtual display as extended monitor with 4k resolution, and record it using ffmpeg, but as you know what I’m seeing on my main display on my monitor is different from the virtual display (only an empty desktop), what I need to do is drag and drop app windows using my mouse to that screen manually, but this will put us in a problem when recording, we are not seeing what we are recording xD.

    


    I found some YouTube videos that talk about DSR (Dynamic Super Resolution), I tried that on my nvidia control panel (manually with GUI) and it works. I managed to fake the system that I have a 4k monitor and the quality of the recording was crystal clear. But I didn’t find anyway to do that programmatically using NVAPI + there is no API for that on AMD.

    


    Has anyone worked on a similar project ? Or know a similar project that I can use as reference ?

    


    suggestions ?

    


  • How to distinguish a physical D3D adapter from a virtual adapter used by the Remote Desktop Protocol ?

    31 octobre 2023, par rustak

    I'm currently developing a desktop application(c#/wpf) that decodes video using FFmpeg. I would like to give the user the option to select an adapter for video decoding. I'm using Direct3D method EnumAdapters to list available adapters on current device which works fine. The list of available adapters looks something like this :

    


    Adapter 0
  Description: Intel(R) HD Graphics 630
  Vendor ID:   0x8086
  Device ID:   0x5912
  SubSys ID:   0x86941043
  Revision:    4
  Luid:    46459
  Flags:    None
  Dedicated Video Memory:    128 MB
  Dedicated System Memory:  0 MB
  Shared System Memory:     8092 MB
Adapter 2
  Description: Microsoft Basic Render Driver
  Vendor ID:   0x1414
  Device ID:   0x8C
  SubSys ID:   0x0
  Revision:    0
  Luid:    50158
  Flags:    Software
  Dedicated Video Memory:    0 MB
  Dedicated System Memory:  0 MB
  Shared System Memory:     8092 MB


    


    I have noticed that an additional adapter appears in the list of available adapters when RDP is used. The additional adapter has the same properties as the physical one ; the only difference is in the LUID. The output looks something like this :

    


    Adapter 0
  Description: Intel(R) HD Graphics 630
  Vendor ID:   0x8086
  Device ID:   0x5912
  SubSys ID:   0x86941043
  Revision:    4
  Luid:    46459
  Flags:    None
  Dedicated Video Memory:    128 MB
  Dedicated System Memory:  0 MB
  Shared System Memory:     8092 MB
Adapter 1 // <- additional addapter
  Description: Intel(R) HD Graphics 630 
  Vendor ID:   0x8086
  Device ID:   0x5912
  SubSys ID:   0x86941043
  Revision:    4
  Luid:    1322913970
  Flags:    None
  Dedicated Video Memory:    128 MB
  Dedicated System Memory:  0 MB
  Shared System Memory:     8092 MB
Adapter 2
  Description: Microsoft Basic Render Driver
  Vendor ID:   0x1414
  Device ID:   0x8C
  SubSys ID:   0x0
  Revision:    0
  Luid:    50158
  Flags:    Software
  Dedicated Video Memory:    0 MB
  Dedicated System Memory:  0 MB
  Shared System Memory:     8092 MB


    


    I'm aware that the additional adapter is some kind of virtual adapter used by RDP. I have tried both of them, and it seems that both are suitable for video decoding using FFmpeg.

    


    However, from a UX perspective, it doesn't look or feel right that the combo box contains two adapters with the same name. So my question is : how can I distinguish a physical adapter from a virtual adapter used by the Remote Desktop Protocol ?