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  • Creating farms of unique websites

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    MediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
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  • Les autorisations surchargées par les plugins

    27 avril 2010, par

    Mediaspip core
    autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs

Sur d’autres sites (10545)

  • 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
    

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    • [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 !