
Recherche avancée
Médias (1)
-
Richard Stallman et le logiciel libre
19 octobre 2011, par
Mis à jour : Mai 2013
Langue : français
Type : Texte
Autres articles (107)
-
Amélioration de la version de base
13 septembre 2013Jolie sélection multiple
Le plugin Chosen permet d’améliorer l’ergonomie des champs de sélection multiple. Voir les deux images suivantes pour comparer.
Il suffit pour cela d’activer le plugin Chosen (Configuration générale du site > Gestion des plugins), puis de configurer le plugin (Les squelettes > Chosen) en activant l’utilisation de Chosen dans le site public et en spécifiant les éléments de formulaires à améliorer, par exemple select[multiple] pour les listes à sélection multiple (...) -
Gestion de la ferme
2 mars 2010, parLa ferme est gérée dans son ensemble par des "super admins".
Certains réglages peuvent être fais afin de réguler les besoins des différents canaux.
Dans un premier temps il utilise le plugin "Gestion de mutualisation" -
MediaSPIP Player : problèmes potentiels
22 février 2011, parLe lecteur ne fonctionne pas sur Internet Explorer
Sur Internet Explorer (8 et 7 au moins), le plugin utilise le lecteur Flash flowplayer pour lire vidéos et son. Si le lecteur ne semble pas fonctionner, cela peut venir de la configuration du mod_deflate d’Apache.
Si dans la configuration de ce module Apache vous avez une ligne qui ressemble à la suivante, essayez de la supprimer ou de la commenter pour voir si le lecteur fonctionne correctement : /** * GeSHi (C) 2004 - 2007 Nigel McNie, (...)
Sur d’autres sites (9217)
-
Android bytedeco javacpp ffmpeg decode h264 bytes to yuv and render with openGL ES 2.0. Wrong colors
9 juin 2015, par tema_manthere ! I try to display a video stream, which comes from server as byte array.
Data in this array is h264 encoded image and i decode it with bytedeco javacpp-presets library in this way :public class DMDecoder {
private static final String LOG_TAG = "DMDecoder";
private AVCodec avCodec;
private AVCodecContext avCodecContext;
private AVFrame avFrame;
private AVPacket avPacket;
private boolean wasIFrame;
private long IFrameTimeStampMs;
private int maxFps;
private int codecId;
private DMDecoderCallback callback;
public DMDecoder(DMDecoderCallback cb) {
this.callback = cb;
this.codecId = AV_CODEC_ID_H264;
avcodec_register_all();
restart();
}
public void restart() {
stop();
start();
}
public void stop() {
frames = 0;
if (avCodecContext != null) {
avcodec_close(avCodecContext);
avcodec_free_context(avCodecContext);
avCodecContext = null;
}
if (avCodec != null) {
av_free(avCodec);
avCodec = null;
}
if (avFrame != null) {
av_frame_free(avFrame);
avFrame = null;
}
if (avPacket != null) {
av_free_packet(avPacket);
avPacket = null;
}
}
public void start() {
avCodec = avcodec_find_decoder(codecId);
avCodecContext = avcodec_alloc_context3(avCodec);
AVDictionary opts = new AVDictionary();
avcodec_open2(avCodecContext, avCodec, opts);
avFrame = av_frame_alloc();
avPacket = new AVPacket();
av_init_packet(avPacket);
}
public VideoFrame decode(byte[] data, int dataOffset, int dataSize) {
avPacket.pts(AV_NOPTS_VALUE);
avPacket.dts(AV_NOPTS_VALUE);
avPacket.data(new BytePointer(data).position(dataOffset));
avPacket.size(dataSize);
avPacket.pos(-1);
IntBuffer gotPicture = IntBuffer.allocate(1);
int processedBytes = avcodec_decode_video2(
avCodecContext, avFrame, gotPicture, avPacket);
if (avFrame.width() == 0 || avFrame.height() == 0) return null;
VideoFrame frame = new VideoFrame();
frame.colorPlane0 = new byte[avFrame.width() * avFrame.height()];
frame.colorPlane1 = new byte[avFrame.width() / 2 * avFrame.height() / 2];
frame.colorPlane2 = new byte[avFrame.width() / 2 * avFrame.height() / 2];
if (avFrame.data(0) != null) avFrame.data(0).get(frame.colorPlane0);
if (avFrame.data(1) != null) avFrame.data(1).get(frame.colorPlane1);
if (avFrame.data(2) != null) avFrame.data(2).get(frame.colorPlane2);
frame.lineSize0 = avFrame.width();
frame.lineSize1 = avFrame.width() / 2;
frame.lineSize2 = avFrame.width() / 2;
frame.width = avFrame.width();
frame.height = avFrame.height();
return frame;
}
}VideoFrame class is just simple POJO :
public class VideoFrame {
public byte[] colorPlane0;
public byte[] colorPlane1;
public byte[] colorPlane2;
public int lineSize0;
public int lineSize1;
public int lineSize2;
public int width;
public int height;
public long presentationTime;
}After decoding i send this frame to my GLRenderer class
public class GLRenderer implements GLSurfaceView.Renderer {
private static final String LOG_TAG = "GLRenderer";
private TexturePlane plane;
private ConcurrentLinkedQueue<videoframe> frames;
private int maxFps = 30;
private VideoFrame currentFrame;
private long startTime, endTime;
private int viewWidth, viewHeight;
private boolean isFirstFrameProcessed;
public GLRenderer(int viewWidth, int viewHeight) {
frames = new ConcurrentLinkedQueue<>();
this.viewWidth = viewWidth;
this.viewHeight = viewHeight;
}
// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
plane = new TexturePlane();
}
public void setMaxFps(int maxFps) {
this.maxFps = maxFps;
}
@Override
public void onDrawFrame(GL10 unused) {
// Draw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
if (!isFirstFrameProcessed) checkViewPort(viewWidth, viewHeight);
if (maxFps > 0 && startTime > 0) {
endTime = System.currentTimeMillis();
long time = endTime - startTime;
//
long wantedTime = 1000 / maxFps;
//
long wait;
if (time < wantedTime) {
wait = wantedTime - time;
//
try {
Thread.sleep(wait);
} catch (InterruptedException e) {
Log.e(LOG_TAG, "thread interrupted exception");
}
}
}
startTime = System.currentTimeMillis();
tick();
plane.draw(mMVPMatrix);
}
private void updateFrame(VideoFrame frame) {
plane.updateTexture(frame.colorPlane0, frame.width, frame.height, 0);
plane.updateTexture(frame.colorPlane1, frame.width / 2, frame.height / 2, 1);
plane.updateTexture(frame.colorPlane2, frame.width / 2, frame.height / 2, 2);
plane.setTextureWidth(frame.width);
plane.setTextureHeight(frame.height);
}
private void tick() {
if (frames.isEmpty()) return;
VideoFrame frame = frames.peek();
if (frame == null) return;
long tms = System.currentTimeMillis();
if (frame.presentationTime <= tms) {
updateFrame(frame);
currentFrame = frame;
frames.remove(frame);
}
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
checkViewPort(width, height);
viewWidth = width;
viewHeight = height;
plane.setTextureWidth(width);
plane.setTextureHeight(height);
}
private void checkViewPort(int width, int height) {
float viewRatio = (float) width / height;
if (currentFrame != null) {
float targetRatio = (float) currentFrame.width / currentFrame.height;
int x, y, newWidth, newHeight;
if (targetRatio > viewRatio) {
newWidth = width;
newHeight = (int) (width / targetRatio);
x = 0;
y = (height - newHeight) / 2;
} else {
newHeight = height;
newWidth = (int) (height * targetRatio);
y = 0;
x = (width - newWidth) / 2;
}
GLES20.glViewport(x, y, newWidth, newHeight);
} else {
GLES20.glViewport(0, 0, width, height);
}
Matrix.frustumM(mProjectionMatrix, 0, 1, -1, -1, 1, 3, 4);
}
public void addFrame(VideoFrame frame) {
if (frame != null) {
frames.add(frame);
}
}
}
</videoframe>GLRenderer works with simple openGL polygon, on which i draw all textures
public class TexturePlane {
private static final String LOG_TAG = "TexturePlane";
private final String vertexShaderCode = "" +
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
" v_TexCoordinate = a_TexCoordinate;" +
"}";
private final String fragmentShaderCode = "" +
"precision mediump float;" +
"varying vec2 v_TexCoordinate;" +
"uniform sampler2D s_texture_y;" +
"uniform sampler2D s_texture_u;" +
"uniform sampler2D s_texture_v;" +
"void main() {" +
" float y = texture2D(s_texture_y, v_TexCoordinate).r;" +
" float u = texture2D(s_texture_u, v_TexCoordinate).r - 0.5;" +
" float v = texture2D(s_texture_v, v_TexCoordinate).r - 0.5;" +
" float r = y + 1.13983 * v;" +
" float g = y - 0.39465 * u - 0.58060 * v;" +
" float b = y + 2.03211 * u;" +
" gl_FragColor = vec4(r, g, b, 1.0);" +
"}";
private final FloatBuffer vertexBuffer;
private final FloatBuffer textureBuffer;
private final ShortBuffer drawListBuffer;
private final int mProgram;
private int mPositionHandle;
private int mMVPMatrixHandle;
// number of coordinates per vertex in this array
private static final int COORDS_PER_VERTEX = 3;
private static final int COORDS_PER_TEXTURE = 2;
private static float squareCoords[] = {
-1f, 1f, 0.0f,
-1f, -1f, 0.0f,
1f, -1f, 0.0f,
1f, 1f, 0.0f
};
private static float uvs[] = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
private final short drawOrder[] = {0, 1, 2, 0, 2, 3}; // order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private int textureWidth = 640;
private int textureHeight = 480;
private int yTextureUniformHandle;
private int uTextureUniformHandle;
private int vTextureUniformHandle;
private int yTextureHandle;
private int uTextureHandle;
private int vTextureHandle;
private int mTextureCoordinateHandle;
public void setTextureWidth(int textureWidth) {
this.textureWidth = textureWidth;
}
public int getTextureWidth() {
return textureWidth;
}
public void setTextureHeight(int textureHeight) {
this.textureHeight = textureHeight;
}
public int getTextureHeight() {
return textureHeight;
}
/**
* Sets up the drawing object data for use in an OpenGL ES context.
*/
public TexturePlane() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer tbb = ByteBuffer.allocateDirect(uvs.length * 4);
tbb.order(ByteOrder.nativeOrder());
textureBuffer = tbb.asFloatBuffer();
textureBuffer.put(uvs);
textureBuffer.position(0);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
compileShaders();
setupTextures();
}
public void setupTextures() {
yTextureHandle = setupTexture(null, textureWidth, textureHeight, 0);
uTextureHandle = setupTexture(null, textureWidth, textureHeight, 1);
vTextureHandle = setupTexture(null, textureWidth, textureHeight, 2);
}
public int setupTexture(ByteBuffer data, int width, int height, int index) {
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0) {
// Bind to the texture in OpenGL
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + index);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
updateTexture(data, width, height, index);
// Set filtering
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
// Set wrapping mode
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
}
if (textureHandle[0] == 0) {
Log.e(LOG_TAG, "Error loading texture.");
}
return textureHandle[0];
}
public void updateTexture(byte[] data, int width, int height, int index) {
if (data == null) {
if (width == 0 || height == 0) {
width = textureWidth;
height = textureHeight;
}
data = new byte[width * height];
if (index == 0) {
Arrays.fill(data, y);
} else if (index == 1) {
Arrays.fill(data, u);
} else {
Arrays.fill(data, v);
}
}
byteBuffer.wrap(data);
byteBuffer.position(0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + index);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
width, height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, byteBuffer);
}
private void compileShaders() {
// prepare shaders and OpenGL program
int vertexShader = loadShader(
GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = loadShader(
GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
checkGlError("glLinkProgram");
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
yTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "s_texture_y");
uTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "s_Texture_u");
vTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "s_Texture_v");
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
checkGlError("glGetUniformLocation");
}
/**
* Utility method for compiling a OpenGL shader.
* <p></p>
* <p><strong>Note:</strong> When developing shaders, use the checkGlError()
* method to debug shader coding errors.</p>
*
* @param type - Vertex or fragment shader type.
* @param shaderCode - String containing the shader code.
* @return - Returns an id for the shader.
*/
public int loadShader(int type, String shaderCode) {
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
/**
* Utility method for debugging OpenGL calls. Provide the name of the call
* just after making it:
* <p></p>
* <pre>
* mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
* MyGLRenderer.checkGlError("glGetUniformLocation");</pre>
*
* If the operation is not successful, the check throws an error.
*
* @param glOperation - Name of the OpenGL call to check.
*/
public void checkGlError(String glOperation) {
int error;
String errorString;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
errorString = GLU.gluErrorString(error);
String message = glOperation + ": glError " + error + ": " + errorString;
Log.e(LOG_TAG, message);
throw new RuntimeException(message);
}
}
public void draw(float[] mvpMatrix) {
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
GLES20.glVertexAttribPointer(
mTextureCoordinateHandle, COORDS_PER_TEXTURE,
GLES20.GL_FLOAT, false,
0, textureBuffer);
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
checkGlError("glUniformMatrix4fv");
GLES20.glUniform1i(yTextureUniformHandle, 0);
GLES20.glUniform1i(uTextureUniformHandle, 1);
GLES20.glUniform1i(vTextureUniformHandle, 2);
// Draw the square
GLES20.glDrawElements(
GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
}
}But i have a problem there. My GL surface display image with wrong colors. image
What i’m doing wrong ?
UPDATE :
As Ronald S. Bultje say, i added glBindTexture(...) function in my code. And now updateTexture(...) method looks like this :
public void updateTexture(byte[] data, int width, int height, int index) {
if (data == null) {
if (width == 0 || height == 0) {
width = textureWidth;
height = textureHeight;
}
data = new byte[width * height];
if (index == 0) {
Arrays.fill(data, y);
} else if (index == 1) {
Arrays.fill(data, u);
} else {
Arrays.fill(data, v);
}
}
byteBuffer.wrap(data);
byteBuffer.position(0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + index);
int textureHandle = index == 0 ? yTextureHandle : index == 1 ? uTextureHandle : vTextureHandle;
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
width, height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, byteBuffer);
} -
Revision 18c83b3714 : Compressed/uncompressed frame header changes. Adding API to read/write uncompre
29 mai 2013, par Dmitry KovalevChanged Paths :
Modify /vp9/common/vp9_common.h
Delete /vp9/common/vp9_header.h
Modify /vp9/common/vp9_modecont.h
Modify /vp9/common/vp9_onyxc_int.h
Modify /vp9/decoder/vp9_decodframe.c
Add /vp9/decoder/vp9_read_bit_buffer.h
Modify /vp9/encoder/vp9_bitstream.c
Modify /vp9/encoder/vp9_onyx_if.c
Add /vp9/encoder/vp9_write_bit_buffer.h
Modify /vp9/vp9_common.mk
Modify /vp9/vp9_dx_iface.c
Modify /vp9/vp9cx.mk
Modify /vp9/vp9dx.mk
Compressed/uncompressed frame header changes.Adding API to read/write uncompressed frame header bits (it is not final
yet). Separate functions to read/write uncompressed header. Moving
clr_type, error_resilient_mode, refresh_frame_context,
frame_parallel_decoding_mode, frame_context_idx from compressed partition
to uncompressed frame header.Change-Id : Id3ed8a387980c652ae147549412f4ec24a0a5bd0
-
Encoding H.264 video using FFmpeg C API
18 juillet 2014, par GummiBI’m trying to encode a H.264 video with the FFMPEG C API.
I have successfully compiled and executed the decoding/encoding example provided by FFMPEG.The problem I’m facing is that the .mpg file (encoded with AV_CODEC_ID_MPEG1VIDEO) the example creates works. Windows creates a thumbnail and everything. On the other hand the .h264 (encoded with AV_CODEC_ID_H264) file does not. When I try to play the file in VLC the play/pause button just flickers, no thumbnail in windows, no nothing.
During encoding libx264 reports the following :
[libx264 @ 004b81a0] using cpu capabilities: MMX2 SSE2Fast SSSE3 SSE4.2 AVX
[libx264 @ 004b81a0] profile High, level 1.3
[libx264 @ 004b81a0] frame I:3 Avg QP:26.79 size: 2116
[libx264 @ 004b81a0] frame P:12 Avg QP:26.60 size: 789
[libx264 @ 004b81a0] frame B:10 Avg QP:31.39 size: 499
[libx264 @ 004b81a0] consecutive B-frames: 20.0% 80.0%
[libx264 @ 004b81a0] mb I I16..4: 78.3% 11.6% 10.1%
[libx264 @ 004b81a0] mb P I16..4: 77.4% 0.6% 0.1% P16..4: 20.3% 0.7% 0.9% 0.0% 0.0% skip: 0.0%
[libx264 @ 004b81a0] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 9.4% 0.2% 0.0% direct:11.0% skip:79.4% L0:25.4% L1:35.4% BI:39.2%
[libx264 @ 004b81a0] final ratefactor: 17.03
[libx264 @ 004b81a0] 8x8 transform intra:3.4% inter:31.3%
[libx264 @ 004b81a0] direct mvs spatial:0.0% temporal:100.0%
[libx264 @ 004b81a0] coded y,uvDC,uvAC intra: 4.4% 35.8% 1.6% inter: 1.3% 34.5% 9.5%
[libx264 @ 004b81a0] i16 v,h,dc,p: 0% 0% 0% 100%
[libx264 @ 004b81a0] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 7% 20% 17% 49% 0% 0% 0% 1% 6%
[libx264 @ 004b81a0] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 14% 7% 18% 45% 2% 7% 2% 3% 2%
[libx264 @ 004b81a0] i8c dc,h,v,p: 2% 6% 4% 88%
[libx264 @ 004b81a0] Weighted P-Frames: Y:0.0% UV:0.0%
[libx264 @ 004b81a0] ref P L0: 95.6% 1.6% 2.2% 0.5% 0.2%
[libx264 @ 004b81a0] ref B L0: 67.5% 28.5% 3.2% 0.8%
[libx264 @ 004b81a0] kb/s:166.45"ffprobe.exe test.h264 -show_streams" returns
[STREAM]
index=0
codec_name=h264
codec_long_name=H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
profile=High
codec_type=video
codec_time_base=1/50
codec_tag_string=[0][0][0][0]
codec_tag=0x0000
width=352
height=288
has_b_frames=1
sample_aspect_ratio=0:1
display_aspect_ratio=0:1
pix_fmt=yuv420p
level=13
timecode=N/A
id=N/A
r_frame_rate=50/2
avg_frame_rate=25/1
time_base=1/1200000
start_pts=N/A
start_time=N/A
duration_ts=N/A
duration=N/A
bit_rate=N/A
nb_frames=N/A
nb_read_frames=N/A
nb_read_packets=N/A
DISPOSITION:default=0
DISPOSITION:dub=0
DISPOSITION:original=0
DISPOSITION:comment=0
DISPOSITION:lyrics=0
DISPOSITION:karaoke=0
DISPOSITION:forced=0
DISPOSITION:hearing_impaired=0
DISPOSITION:visual_impaired=0
DISPOSITION:clean_effects=0
DISPOSITION:attached_pic=0
[/STREAM]There you can see :
start_time=N/A
duration_ts=N/A
duration=N/AI have tried countless changes to the AVCodecContext and multitude of parameters options to av_opt_set function. Still no luck getting a working H.264 video. I have even tried different builds of FFmpeg. No luck.
I’m using the "FFmpeg git-0fb64da 32-bit Dev" build from Zeranoe and MinGw 4.7.2