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  • Keeping control of your media in your hands

    13 avril 2011, par

    The vocabulary used on this site and around MediaSPIP in general, aims to avoid reference to Web 2.0 and the companies that profit from media-sharing.
    While using MediaSPIP, you are invited to avoid using words like "Brand", "Cloud" and "Market".
    MediaSPIP is designed to facilitate the sharing of creative media online, while allowing authors to retain complete control of their work.
    MediaSPIP aims to be accessible to as many people as possible and development is based on expanding the (...)

  • Encoding and processing into web-friendly formats

    13 avril 2011, par

    MediaSPIP 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 (...)

  • Submit bugs and patches

    13 avril 2011

    Unfortunately a software is never perfect.
    If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
    If you think you have solved the bug, fill in a ticket and attach to it a corrective patch.
    You may also (...)

Sur d’autres sites (10695)

  • avcodec/jpeg2000dec : Show the progression order at debug level for all variants

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

    It was previously shown just for some, this makes it consistent

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

    • [DH] libavcodec/jpeg2000dec.c
  • burning subtitles onto mp4, such that they always show, and cannot be turned off

    27 janvier 2021, par Plazar99

    I 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.&#xA;Thanks.

    &#xA;

  • Fragment shader does not show any colour when compiled with vs2013

    11 juin 2015, par 5mayfive

    When 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, &amp;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 !