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Autres articles (51)
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Websites made with MediaSPIP
2 mai 2011, parThis page lists some websites based on MediaSPIP.
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Creating farms of unique websites
13 avril 2011, parMediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...) -
Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir
Sur d’autres sites (9808)
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compiling ffmpeg for iPhone SDK 4.3 [error : is unable to create an executable file.]
12 février 2012, par user509020Like many others.. I'm compiling ffmpeg using gas preprocessor
http://lists.mplayerhq.hu/pipermail/ffmpeg-devel/2009-October/077701.html
This is my command
./configure --cc=/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/arm-apple-darwin10-gcc-4.2.1 --as='gas-preprocessor.pl /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/arm-apple-darwin10-gcc-4.2.1' --sysroot=/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.3.sdk --enable-cross-compile --target-os=darwin --arch=arm7 --cpu=cortex-a8 --enable-pic
the error :
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/arm-apple-darwin10-gcc-4.2.1 is unable to create an executable file.
C compiler test failed.I looked up the
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/
folder usingFinder
..
arm-apple-darwin10-gcc-4.2.1 was there..Thanks,
Suhas -
video frames render slow using opengl and ffmpeg in iphone
17 février 2012, 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 app is very slow render the frames and some videos played slowly.
I have played AVI, MOV, FLV, MP4 and WMV, and only several AVI files are correct played.
I don't have much idea of ffmpeg and opengl, and I have used a tutorials and examples until now. But I think that the problem can be two things :
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The render method is very slowly. I don't use correctly the glTexSubImage2D function.
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I don't scale the frames correctly. I don't use correctly the sws_getContext function.
I'm here parts of my code, to see if anyone can help me.
So I use sws_getContext
ctx->p_sws_ctx = sws_getContext(ctx->p_video_ctx->width,
ctx->p_video_ctx->height,
ctx->p_video_ctx->pix_fmt,
ctx->p_video_ctx->width,
ctx->p_video_ctx->height,
PIX_FMT_RGB565, SWS_FAST_BILINEAR, NULL, NULL, NULL);
// Framebuffer for RGB data
ctx->p_frame_buffer = malloc(avpicture_get_size(PIX_FMT_RGB565,
ctx->p_video_ctx->width,
ctx->p_video_ctx->height));
avpicture_fill((AVPicture*)ctx->p_picture_rgb, ctx->p_frame_buffer, PIX_FMT_RGB565,
ctx->p_video_ctx->width,
ctx->p_video_ctx->height);My render method of opengl 2.0
- (void) render: (uint8_t*) buffer
[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];Someone, can I Help me ?
Thanks,
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Achieving very poor fps for my iphone app for decode + display h264 frames using ffmpeg and opengl
29 décembre 2015, par sam18I have three steps process for my application which display h264 frame on iPhone screen.
- decode using ffmpeg.
- scale and colorspace conversion (scale to 256 X 256 Opengl ES 1 texture and convert colospace from yuv420p to rgb565 using sws_Scale from ffmpeg).
- Render opengl 1 texture to frame buffer to render buffer
after these three step process, I got my picture on iPhone screen.
When I was testing the performance for 720 X 576 resolution frames, I obtain very poor FPS. It is reaching max to 180 milliseconds and hence resulting into 5 to 6 FPS.
Any direction will be grateful.