ReBirth
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Reply #150 - Posted
2012-08-23 07:53:33 » |
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@riven I tried the lastest zip, and it runs well after I changed the exe. Now that's rock 
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Riven
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Reply #151 - Posted
2012-08-23 14:22:58 » |
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Thanks for testing!
Can you explain what you mean by changing the exe? Did you swap the 32 and 64 bit versions, to make it load 'the other' exe?
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ReBirth
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Reply #152 - Posted
2012-08-23 14:58:34 » |
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No, on previous version (I forgot because I overwritted it) I had to add .exe extension to the only one ffmpeg32 file (became ffmpeg32.exe). The size is different from current dist which contains both 32 and 64 bit versions.
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Games published by our own members! Check 'em out!
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Riven
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Reply #153 - Posted
2012-08-23 15:01:42 » |
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It seems I screwed up the previous zip then. Thanks for reporting!
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TimB
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Reply #154 - Posted
2012-10-19 00:08:02 » |
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I know it's an a-few-months-old topic but this looks really useful. Have there been any changes since 0.8.4?
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Riven
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Reply #155 - Posted
2012-10-19 00:14:35 » |
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Nope  Please report it if anything is broken, or if an obvious feature is missing!
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Riven
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Reply #157 - Posted
2013-01-10 16:13:52 » |
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Version 0.8.7 of YUNPMChanges- Added support for video frame dropping, in case of hickups
- Using 2D projection by default in the demo app, keep SHIFT pressed for 3D view
Download filesSnippet from demo app: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
| if (movie.isTimeForNextFrame()) {
+ final int maxFramesBacklog = 5; + int framesRead = 0; + do { + if (framesRead > 0) { + + movie.onUpdatedVideoFrame(); + }
textureReceiveTook = System.nanoTime(); textureBuffer = movie.videoStream().readFrameInto(textureBuffer); textureReceiveTook = System.nanoTime() - textureReceiveTook;
if (textureBuffer == null) { - break; + break outer; } + framesRead++; } while (movie.hasVideoBacklogOver(maxFramesBacklog)); + + if (framesRead > 1) { + System.out.println("video frames skipped: " + (framesRead - 1)); + }
textureUpdateTook = System.nanoTime(); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, movie.width(), movie.height(), GL_RGB, GL_UNSIGNED_BYTE, textureBuffer); textureUpdateTook = System.nanoTime() - textureUpdateTook;
movie.onUpdatedVideoFrame();
videoFramesLastSecond++; } |
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Cero
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Reply #158 - Posted
2013-03-13 15:34:48 » |
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Any chance I could get some sample code for rendering/controlling this in a slick2d game?
I wrote an Example of GstLWJGL, another media player to use with Libgdx. I should post it D: I just spend the past 2 and a half hours reading all of this... Please excuse my stupidity, but how would you implement this in a preexisting java program? I am not a creator, I am a modder. I want to add an intro clip to the game I'm modifying... Would I drop the jars in the bin folder, where the other jars(like game.jar and lwjgl.jar and natives etc.) are? Please help... and don't be prejudiced, I'm not here because I already know how to do everything, it's because I want to LEARN from you guys... and if you don't want to help me, PLEASE don't ignore me, just leave a message saying that you're ignoring me...
Thank you in advance, forresthopkinsa
Well you gotta understand the code. Its not hard but if you cannot program at all...
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ziozio
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Reply #159 - Posted
2013-03-29 11:27:31 » |
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I have a feature request, can you add a feature so I can set the ffmpeg location where the binaries are? Currently its hard coded
EDIT : One more request. If there is no audio in the video it currently throws an error as it tries to use a null InputStream in the AudioStream (line 52, in Movie.java). Can you add some provisions for this scenario?
Thanks
Ziozio
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Games published by our own members! Check 'em out!
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Sammidysam
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Reply #160 - Posted
2013-04-11 00:24:15 » |
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Is there any source code for this available for download? Or an easy way to modify the VideoPlaybackTest class? I'd like to take a look and mess around with the options a bit.
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Riven
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Reply #161 - Posted
2013-04-11 05:51:01 » |
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The source code is included in the jar files.
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Riven
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Reply #162 - Posted
2013-05-26 07:37:28 » |
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Version 0.8.8 of YUNPMChanges- Made streaming in video frames fully asynchronous, shaving off 4ms per video frame
- Fixed volume control, bug in mouse-wheel handling (that nobody noticed this is telling
)
The only part of the library that is blocking now is glTexImage2D, which is about 2.2ms per 1920x1080 frame - which can be offloaded to a PBO, but only really matters if you have more to do than rendering that video. Download files
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ra4king
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Reply #163 - Posted
2013-05-26 08:20:31 » |
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I'm glad you're still maintaining this project. I will definitely be using it if I ever need it!
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Riven
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Reply #164 - Posted
2013-05-27 01:41:58 » |
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Version 0.8.9 of YUNPMChangesDownload files
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ra4king
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Reply #165 - Posted
2013-05-27 03:36:04 » |
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That's some impressive code. I just spent an hour perusing through it 
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ReBirth
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Reply #166 - Posted
2013-05-27 07:20:38 » |
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A new update in less than 24h, impressive!
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