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Mot : - Tags -/open film making

Autres articles (112)

  • Personnaliser en ajoutant son logo, sa bannière ou son image de fond

    5 septembre 2013, par

    Certains thèmes prennent en compte trois éléments de personnalisation : l’ajout d’un logo ; l’ajout d’une bannière l’ajout d’une image de fond ;

  • Ecrire une actualité

    21 juin 2013, par

    Présentez les changements dans votre MédiaSPIP ou les actualités de vos projets sur votre MédiaSPIP grâce à la rubrique actualités.
    Dans le thème par défaut spipeo de MédiaSPIP, les actualités sont affichées en bas de la page principale sous les éditoriaux.
    Vous pouvez personnaliser le formulaire de création d’une actualité.
    Formulaire de création d’une actualité Dans le cas d’un document de type actualité, les champs proposés par défaut sont : Date de publication ( personnaliser la date de publication ) (...)

  • Publier sur MédiaSpip

    13 juin 2013

    Puis-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 (11527)

  • When converting video through ffmepg show error

    9 septembre 2019, par Krunal

    I am trying to convert video through ffmepg but its show this error
    "Error initializing output stream 1:0 — Error while opening encoder for output stream #1:0 - maybe incorrect parameters such as bit_rate, rate, width or height".
    Its working fine on my system but facing the issue on server.

    Metadata:
           major_brand     : qt
           minor_version   : 0
           compatible_brands: qt
           encoder         : Lavf58.20.100
           Stream #0:0(eng): Video: h264 (libx264), yuv420p, 426x240, q=-1--1, 400 kb/s, 23.98 fps, 90k tbn, 23.98 tbc (default)
           Metadata:
             creation_time   : 2019-07-15T08:22:53.000000Z
             handler_name    : Core Media Video
             encoder         : Lavc58.35.100 libx264
           Side data:
             cpb: bitrate max/min/avg: 428000/0/400000 buffer size: 600000 vbv_delay: -1
           Stream #0:1(und): Audio: aac (LC), 48000 Hz, stereo, fltp, 64 kb/s (default)
           Metadata:
             creation_time   : 2019-07-15T08:22:53.000000Z
             handler_name    : Core Media Audio
             encoder         : Lavc58.35.100 aac
       [libx264 @ 0x6501780] using cpu capabilities: MMX2 SSE2Fast SSSE3 SSE4.2 AVX FMA3 BMI2 AVX2
       Error initializing output stream 1:0 -- Error while opening encoder for output stream #1:0 - maybe incorrect parameters such as bit_rate, rate, width or heigh
  • Fragment shader does not show any colour when compiled with vs2013

    4 septembre 2019, 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, &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();
  • How to get and show volume input level from rtsp using ffplay

    4 septembre 2019, par Xavier

    I´m trying to get and display the volume level from an ip camera with rtsp protocol. By now i achieved with ffmpeg but i need to do it with ffplay.

    I have tried many combinations with no luck. Some of these

    ffplay -f lavfi -i rtsp://admin:admin@10.0.0.99:554/live/ch0:showvolume=f=0:b=0:w=310:h=59:o=v:m=p

    Gives error "No such filter : ’rtsp ://admin:admin’"

    ffplay -f lavfi "amovie ='audio\=rtsp://admin:admin@10.0.0.99:554/live/ch0',showvolume=f=0:b=0:w=310:h=59:o=v:m=p"

    Gives error "Undefined constant or missing ’(’ in ’admin@10.0.0.99’ and so many others.

    ffplay -f lavfi "amovie ='audio\=Microphone (Realtek High Definition Audio)':f=dshow,showvolume=f=0:b=0:w=310:h=59:o=v:m=p"

    This code works with internal notebook microphone but i can`t see how to replace dshow with RTSP

    I already tried others combinations but nothing works.
    I need to know how specify an rtsp input with lavfi or any other way to show volume input level from a rtsp with ffplay.
    Thanks in advance