Search Results

Search found 1082 results on 44 pages for 'frames'.

Page 9/44 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • Sprite Sheets in PyGame?

    - by Eamonn
    So, I've been doing some googling, and haven't found a good solution to my problem. My problem is that I'm using PyGame, and I want to use a Sprite Sheet for my player. This is all well and good, and it would be too, if I wasn't using a Sprite Sheet strip. Basically, if you don't understand, I have a strip of 32x32 'frames'. These frames are all in an image, along side each other. So, I have 3 frames in 1 image. I'd like to be able to use them as my sprite sheet, and not have to crop them up. I have used an awesome, popular and easy-to-use game framework for Lua called LÖVE. LÖVE has these things called "Quads". They are similar to texture regions in LibGDX, if you know what they are. Basically, quads allow you to get parts of an image. You define how large a quad is, and you define parts of an image that way, or 'regions' of an image. I would like to do something similar to this in PyGame, and use a "for" loop to go through the entire image width and height and mark each 32x32 area (or whatever the user defines as their desired frame width and height) and store that in a list or something for use later on. I'd define an animation speed and stuff, but that's for later on. I've been looking around on the web, and I can't find anything that will do this. I found 1 script on the PyGame website, but it crashed PyGame when I tried to run it. I tried for hours trying to fix it, but no luck. So, is there a way to do this? Is there a way to get regions of an image? Am I going about this the wrong way? Is there a simpler way to do this? Thanks! :-)

    Read the article

  • SDL: Clipping a Sprite Sheet from Left to Right

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface-h / ClipHeight) * (TempSurface-w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface-h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface-h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example a sheet of dimensions 4x4 would load desirably as this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But would be set as this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| What should I be doing for these to be set correctly?

    Read the article

  • How to swap row/column major order?

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface->h / ClipHeight) * (TempSurface->w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface->h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface->h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; } Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example I need a sheet of dimensions 4x4 to look like this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But instead I get this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| Columns and rows order does not match. What should I do to fix the order?

    Read the article

  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

    Read the article

  • "Alert" and "if" changes behaviour of dom copying from iframe to div

    - by lowkey
    Hi guys! Tried to make a little old school ajax (iframe-javascript) script. A bit of mootools is used for DOM navigation Description: HTML: 1 iframe called "buffer" 1 div called "display" JAVASCRIPT: (short: copy iframe content into a div on the page) 1) onLoad on iframe triggers handler(), a counter makes sure it only run once (this is because otherwise firefox will go into feedback loop. What i think happens: iframe on load handler() copyBuffer change src of iframe , and firefox takes that as an onload again) 2) copybuffer() is called, it sets src of iframe then copies iframe content into div, then erases iframe content THE CODE: count=0; function handler(){ if (count==0){ copyBuffer(); count++; } } function copyBuffer(){ $('buffer').set('src','http://www.somelink.com/'); if (window.frames['buffer'] && $('display') ) { $('display').innerHTML = window.frames['buffer'].document.body.innerHTML; window.frames['buffer'].document.body.innerHTML=""; } } problems: QUESTION 1) nothing happens, the content is not loaded into the div. But if i either: A) remove the counter and let the script run in a feedback loop: the content is suddenly copied into the div, but off course there is a feedback loop going on, you can see it keeps loading in the status bar. OR B) insert an alert in the copyBuffer function. The content is copied, without the feedback loop. why does this happen? QUESTION 2) The If wrapped around the copying code i got from a source on the internet. I am not sure what it does? If i remove it the code does not work in: Safari and Chrome. Many thanks in advance! UPDATE: Like the answers said i have created an event handler. They used jQuery, i have made one in mootools: window.addEvent('domready', function() { $('buffer').addEvent('load', function(){ $('display').set('html',window.frames['buffer'].document.body.innerHTML) window.frames['buffer'].document.body.innerHTML=""; }).set('src','somelink'); }); Bonus question: 3) Im new at stackoverflow (what an amazing place!), is it better if i make new threads for follow up questions?

    Read the article

  • string and z-depth animation, as3

    - by VideoDnd
    How do I pass this string to my children? formatCount(fcount) is the value I'm trying to pass to children timer is the value the children are recieving now Timer that loops through an array of displayObjects var timer:Timer = new Timer(100); var count:int = 0; var fcount:int = 0; timer.addEventListener(TimerEvent.TIMER, countdown); function countdown(event:TimerEvent) { count++; fcount=int(count*count/1000); //myText.text = formatCount(fcount); //LOOPS THROUGH MY LIST ITEMS 'see array at bottom' var currentFrame:int = timer.currentCount % frames.length; for (var i:int = 0; i < frames.length; ++i) { frames[i].visible = (i == currentFrame); } } timer.start(); //SUBSTRING AND ZERO PLACEHOLDER function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //PASS MATH TO SPRITE HANDLER function spriteHandler(e:Event):void { numbers.setTime(formatCount(fcount)); } //LOST ARGUMENT==>GOES TO NUMBERSVIEW //var numbers:NumbersView; var numbers:*; //MY ARRAY 'list of numbers, one-to-zero' var frames:Array = [new Frame1(),new Frame2(),new Frame3(), new Frame4(),new Frame5(),new Frame6(),new Frame7(),new Frame8(),new Frame9(), new Frame0()]; for each (var frame:Sprite in frames) { addChild(frame); } Example of NumbersView 'increment and place display objects across the stage' function NumbersView() { _listItems = new Array(); previousNums = new Array(); var item:NumberImage; for (var i:Number = 0; i <= 9; i++) { item = new NumberImage(); addChild(item); item.x = i * item.width; _listItems.push(item); } }

    Read the article

  • How to seek to a specific time in a RTP stream?

    - by Cipi
    I am streaming a prerecorded H264 video that has the following structure: [I] [x] [x] [x] [I] [x] [x] [x] [I]... In between the IDR (I-s in my structure) I have 32 (only 3 presented here) other frames (all other stuff that is not IDR like SEI, SPS, PPS... X-es) Now, let assume that the timing of my frames is such: TIME: 1 2 3 4 5 6 7 8 9 FRAME: [I] [x] [x] [x] [I] [x] [x] [x] [I]... Now i want to seek to the time 4. If I seek to that frame, and send it, the picture gets messed up because the decoder needs a IDR to decode it properly, so I resorted to finding the appropriate IDR (in this case one with the time 1) and sending it as the frame with the time 4. So now the picture is decoded properly, all is well... but... If my GOV is 32, and I need to send the non IDR frame that has the index 31, and if the time span between it and the corresponding IDR is 3 seconds, I actually get 3 seconds earlier then the time I want. Now, this is not precise, because I cannot seek to the half of the GOV time span. Also, I cant set smaller GOV, so I want other ideas... My other idea was to send the last known IDR, and then send all other non IDR frames that come before the one I want, only I would set for all of them RTP-TIME to be the same as the corresponding IDR. In this case the picture gets decoded perfectly, but now in the above case, 3 seconds that follow non IDR frame with the wanted time get fast paced in the decoder/player (there is no instantaneous seek)... Any ideas? Or I can only seek to IDR-s and not the frames in between?

    Read the article

  • Problem: Movie Clip contains just one frame

    - by Doug
    I'm a newbie at Flash, so started playing with a pretty standard code sample: one layer contains a movie clip with a flying rectangle, another layer has a button to control it. All script code is in Main.as file. The rectangle was named square1 through the Property window. Here is the problem: the constructor for Main has a line: square1.stop(); to prevent clip from playing, but it doesn't help - it plays. I know the constructor fires, because it has trace("stuff") in it. The code does check that the stage has been created. What strange is that square1.currentFrame always returns 1, and square1.totalFrames returns 1 as well. The layer has 24 frames on the timeline. I tried a tween with just 2 keyframes, then converted whole tween into frames - same result. I mean, the thing is flying before my eyes, how can it be 1 frame??? I even added a listener: square1.addEventListener(Event.ENTER_FRAME, onFrameChange); The event fires all the time, i.e. the frames change, but currentFrame is still 1. Also, tried to name individual frames and use square1.gotoAndStop("begin") and stuff like that. Nothing helps. I am really stuck with this stupid problem.

    Read the article

  • Generating random thumbnails with PHP+FFMPEG

    - by MrGhost
    I am trying to generate thumbnails from movies using FFMPEG and the FFMPEG-PHP extension. My script works OK however takes 20 minutes just to generate 5-10 thumbnails! The script works by generating random numbers which are used as frame numbers later. All numbers generated are within the movies frame count. Can you work out why this script is taking 20 mins to finish? <?php //Dont' timeout set_time_limit(0); //Load the file (This can be any file - still takes ages) $mov = new ffmpeg_movie('1486460.mp4'); //Get the total frames within the movie $total_frames = $mov->getFrameCount(); //Loop 5 times to generate random frame times for ($i = 1; $i <= 5; ) { // Generate a number within 200 and the total number of frames. $frame = mt_rand(200,$total_frames); $getframe = $mov->getFrame($frame); // Check if the frame exists within the movie // If it does, place the frame number inside an array and break the current loop if($getframe){ $frames[$frame] = $getframe ; $i++; } } //For each frame found generate a thumbnail foreach ($frames as $key => $getframe) { $gd_image = $getframe->toGDImage(); imagejpeg($gd_image, "images/shot_".$key.'.jpeg'); imagedestroy($gd_image); echo $key.'<br/>'; } ?> The script SHOULD be generating frame numbers which are valid? Anything within START - END should be valid frame numbers? Yet the loop takes ages!

    Read the article

  • determining the starting speed for an accelerated animation (in flash/actionscript but it's a math question)

    - by vulkanino
    This question burns my brain. I have an object on a plane, but for the sake of simplicity let's work just on a single dimension, thus the object has a starting position xs. I know the ending position xe. The object has to move from starting to ending position with an accelerated (acceleration=a) movement. I know the velocity the object has to have at the ending position (=ve). In my special case the ending speed is zero, but of course I need a general formula. The only unknown is the starting velocity vs. The objects starts with vs in xs and ends with ve in xe, moving along a space x with an acceleration a in a time t. Since I'm working with flash, space is expressed in pixels, time is expressed in frames (but you can reason in terms of seconds, it's easy to convert knowing the frames-per-second). In the animation loop (think onEnterFrame) I compute the new velocity and the new position with (a=0.4 for example): vx *= a (same for vy) x += vx (same for y) I want the entire animation to last, say, 2 seconds, which at 30 fps is 60 frames. Now you know that in 60 frames my object has to move from xs to xe with a constant deceleration so that the ending speed is 0. How do I compute the starting speed vs? Maybe there's a simpler way to do this in Flash, but I am now interested in the math/physics behind this.

    Read the article

  • Blend for Visual Studio 2013 Prototyping Applications with SketchFlow

    - by T
    Originally posted on: http://geekswithblogs.net/tburger/archive/2014/08/10/blend-for-visual-studio-2013-prototyping-applications-with-sketchflow.aspxSketchFlow enables rapid creating of dynamic interface mockups very quickly. The SketchFlow workspace is the same as the standard Blend workspace with the inclusion of three panels: the SketchFlow Feedback panel, the SketchFlow Animation panel and the SketchFlow Map panel. By using SketchFlow to prototype, you can get feedback early in the process. It helps to surface possible issues, lower development iterations, and increase stakeholder buy in. SketchFlow prototypes not only provide an initial look but also provide a way to add additional ideas and input and make sure the team is on track prior to investing in complete development. When you have completed the prototyping, you can discard the prototype and just use the lessons learned to design the application from or extract individual elements from your prototype and include them in the application. I don’t recommend trying to transition the entire project into a development project. Objects that you add with the SketchFlow style have a hand-sketched look. The sketch style is used to remind stakeholders that this is a prototype. This encourages them to focus on the flow and functionality without getting distracted by design details. The sketchflow assets are under sketchflow in the asset panel and are identifiable by the postfix “–Sketch”. For example “Button-Sketch”. You can mix sketch and standard controls in your interface, if required. Be creative, if there is a missing control or your interface has a different look and feel than the out of the box one, reuse other sketch controls to mimic the functionality or look and feel. Only use standard controls if it doesn’t distract from the idea that this is a prototype and not a standard application. The SketchFlow Map panel provides information about the structure of your application. To create a new screen in your prototype: Right-click the map surface and choose “Create a Connected Screen”. Name the screens with names that are meaningful to the stakeholders. The start screen is the one that has the green arrow. To change the start screen, right click on any other screen and set to start screen. Only one screen can be the start screen at a time. Rounded screen are component screens to mimic reusable custom controls that will be built into the final application. You can change the colors of all of the boxes and should use colors to create functional groupings. The groupings can be identified in the SketchFlow Project Settings. To add connections between screens in the SketchFlow Map panel. Move the mouse over a screen in the SketchFlow and a menu will appear at the bottom of the screen node. In the menu, click Connect to an existing screen. Drag the arrow to another screen on the Map. You add navigation to your prototype by adding connections on the SketchFlow map or by adding navigation directly to items on your interface. To add navigation from objects on the artboard, right click the item then from the menu, choose “Navigate to”. This will expose a sub-menu with available screens, backward, or forward. When the map has connected screens, the SketchFlow Player displays the connected screens on the Navigate sidebar. All screens show in the SketchFlow Player Map. To see the SketchFlow Player, run your SketchFlow prototype. The Navigation sidebar is meant to show the desired user work flow. The map can be used to view the different screens regardless of suggested navigation in the navigation bar. The map is able to be hidden and shown. As mentioned, a component screen is a shared screen that is used in more than one screen and generally represents what will be a custom object in the application. To create a component screen, you can create a screen, right click on it in the SketchFlow Map and choose “Make into component screen”. You can mouse over a screen and from the menu that appears underneath, choose create and insert component screen. To use an existing screen, select if from the Asset panel under SketchFlow, Components. You can use Storyboards and Visual State animations in your SketchFlow project. However, SketchFlow also offers its own animation technique that is simpler and better suited for prototyping. The SketchFlow Animation panel is above your artboard by default. In SketchFlow animation, you create frames and then position the elements on your interface for each frame. You then specify elapsed time and any effects you want to apply to the transition. The + at the top is what creates new frames. Once you have a new Frame, select it and change the property you want to animate. In the example above, I changed the Text of the result box. You can adjust the time between frames in the lower area between the frames. The easing and effects functions are changed in the center between each frame. You edit the hold time for frames by clicking the clock icon in the lower left and the hold time will appear on each frame and can be edited. The FluidLayout icon (also located in the lower left) will create smooth transitions. Next to the FluidLayout icon is the name of that Animation. You can rename the animation by clicking on it and editing the name. The down arrow chevrons next to the name allow you to view the list of all animations in this prototype and select them for editing. To add the animation to the interface object (such as a button to start the animation), select the PlaySketchFlowAnimationAction from the SketchFlow behaviors in the Assets menu and drag it to an object on your interface. With the PlaySketchFlowAnimationAction that you just added selected in the Objects and Timeline, edit the properties to change the EventName to the event you want and choose the SketchFlowAnimation you want from the drop down list. You may want to add additional information to your screens that isn’t really part of the prototype but is relevant information or a request for clarification or feedback from the reviewer. You do this with annotations or notes. Both appear on the user interface, however, annotations can be switched on or off at design and review time. Notes cannot be switched off. To add an Annotation, chose the Create Annotation from the Tools menu. The annotation appears on the UI where you will add the notes. To display or Hide annotations, click the annotation toggle at the bottom right on the artboard . After to toggle annotations on, the identifier of the person who created them appears on the artboard and you must click that to expand the notes. To add a note to the artboard, simply select the Note-Sketch from Assets ->SketchFlow ->Styles ->Sketch Styles. Drag and drop it to the artboard and place where you want it. When you are ready for users to review the prototype, you have a few options available. Click File -> Export and choose one of the options from the list: Publish to Sharepoint, Package SketchFlowProject, Export to Microsoft Word, or Export as Images. I suggest you play with as many of the options as you can to see what they do. Both the Sharepoint and Packaged SketchFlowProject allow you to collect feedback from one or more users that you can import into the project. The user can make notes on the UI and in the Feedback area in the bottom left corner of the player. When the user is done adding feedback, it is exported from the right most folder icon in the My Feedback panel. Feeback is imported on a panel named SketchFlow Feedback. To get that panel to show up, select Window -> SketchFlow Feedback. Once you have the panel showing, click the + in the upper right of the panel and find the notes you exported. When imported, they will show up in a list and on the artboard. To document your prototype, use the Export to Microsoft Word option from the File menu. That should get you started with prototyping.

    Read the article

  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

    Read the article

  • How to get files that are dragged on Aquamacs (or opened via Quicksilver) to open in the same frame

    - by Stefan
    In Aquamacs 2.0 preview 6, when opening new files externally (e.g., via Quicksilver or via dragging files on the Aquamacs icon) they always open in new frames (i.e., new windows). I would prefer new files to be opening in the same frame, just in a new buffer (possibly with tabs turned on). I already unchecked the option "Show Buffers in new Frames", but that only seems to affect the behavior of the built-in open command (Command-o). Are there any options for this or some other way to modify this behavior?

    Read the article

  • Is TCP/IP encapsulation MSB or LSB?

    - by Justin
    Application data sent over TCP experiences multiple encapsulations: The application data is encapsulated within one or many TCP fragments The TCP fragment is encapsulated within one or many IP datagrams The IP datagram is encapsulated within one or many Ethernet frames It turns out Ethernet frames are sent most-significant byte first, and within each byte, most-significant bit first. What about the multiple encapsulations? Are they performed MSB first or LSB first?

    Read the article

  • How do you splice out a part of an xvid encoded avi file, with ffmpeg? (no problems with other files

    - by yegor
    Im using the following command, which works for most files, except what seems to be xvid encoded ones /usr/bin/ffmpeg -sameq -i file.avi -ss 00:01:00 -t 00:00:30 -ac 2 -r 25 -copyts output.avi So this should basically splice out 30 seconds of video + audio, starting from 1 minute mark. It does START encoding at the 00:01:00 mark but it goes all the way to the end of the file for some reason, ignoring that I want just 30 seconds. The output looks like this. FFmpeg version git-ecc4bdd, Copyright (c) 2000-2010 the FFmpeg developers built on May 31 2010 04:52:24 with gcc 4.4.3 20100127 (Red Hat 4.4.3-4) configuration: --enable-libx264 --enable-libxvid --enable-libmp3lame --enable-libopenjpeg --enable-libfaac --enable-libvorbis --enable-gpl --enable-nonfree --enable-libxvid --enable-pthreads --enable-libfaad --extra-cflags=-fPIC --enable-postproc --enable-libtheora --enable-libvorbis --enable-shared libavutil 50.15. 2 / 50.15. 2 libavcodec 52.67. 0 / 52.67. 0 libavformat 52.62. 0 / 52.62. 0 libavdevice 52. 2. 0 / 52. 2. 0 libavfilter 1.20. 0 / 1.20. 0 libswscale 0.10. 0 / 0.10. 0 libpostproc 51. 2. 0 / 51. 2. 0 [mpeg4 @ 0x17cf770]Invalid and inefficient vfw-avi packed B frames detected Input #0, avi, from 'file.avi': Metadata: ISFT : VirtualDubMod 1.5.10.2 (build 2540/release) Duration: 00:02:00.00, start: 0.000000, bitrate: 1587 kb/s Stream #0.0: Video: mpeg4, yuv420p, 672x368 [PAR 1:1 DAR 42:23], 25 tbr, 25 tbn, 25 tbc Stream #0.1: Audio: ac3, 48000 Hz, 5.1, s16, 448 kb/s File 'lol6.avi' already exists. Overwrite ? [y/N] y Output #0, avi, to 'lol6.avi': Metadata: ISFT : Lavf52.62.0 Stream #0.0: Video: mpeg4, yuv420p, 672x368 [PAR 1:1 DAR 42:23], q=2-31, 200 kb/s, 25 tbn, 25 tbc Stream #0.1: Audio: mp2, 48000 Hz, 2 channels, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding [mpeg4 @ 0x17cf770]Invalid and inefficient vfw-avi packed B frames detected [buffer @ 0x184b610]Buffering several frames is not supported. Please consume all available frames before adding a new one. frame= 1501 fps=104 q=0.0 Lsize= 15612kB time=30.02 bitrate=4259.7kbits/s ts/s video:15303kB audio:235kB global headers:0kB muxing overhead 0.482620% if I convert this file to mp4 for example, and then perform the same action, it works perfectly.

    Read the article

  • How do you splice out a part of an xvid encoded avi file, with ffmpeg? (no problems with other files)

    - by user11955
    Im using the following command, which works for most files, except what seems to be xvid encoded ones /usr/bin/ffmpeg -sameq -i file.avi -ss 00:01:00 -t 00:00:30 -ac 2 -r 25 -copyts output.avi So this should basically splice out 30 seconds of video + audio, starting from 1 minute mark. It does START encoding at the 00:01:00 mark but it goes all the way to the end of the file for some reason, ignoring that I want just 30 seconds. The output looks like this. FFmpeg version git-ecc4bdd, Copyright (c) 2000-2010 the FFmpeg developers built on May 31 2010 04:52:24 with gcc 4.4.3 20100127 (Red Hat 4.4.3-4) configuration: --enable-libx264 --enable-libxvid --enable-libmp3lame --enable-libopenjpeg --enable-libfaac --enable-libvorbis --enable-gpl --enable-nonfree --enable-libxvid --enable-pthreads --enable-libfaad --extra-cflags=-fPIC --enable-postproc --enable-libtheora --enable-libvorbis --enable-shared libavutil 50.15. 2 / 50.15. 2 libavcodec 52.67. 0 / 52.67. 0 libavformat 52.62. 0 / 52.62. 0 libavdevice 52. 2. 0 / 52. 2. 0 libavfilter 1.20. 0 / 1.20. 0 libswscale 0.10. 0 / 0.10. 0 libpostproc 51. 2. 0 / 51. 2. 0 [mpeg4 @ 0x17cf770]Invalid and inefficient vfw-avi packed B frames detected Input #0, avi, from 'file.avi': Metadata: ISFT : VirtualDubMod 1.5.10.2 (build 2540/release) Duration: 00:02:00.00, start: 0.000000, bitrate: 1587 kb/s Stream #0.0: Video: mpeg4, yuv420p, 672x368 [PAR 1:1 DAR 42:23], 25 tbr, 25 tbn, 25 tbc Stream #0.1: Audio: ac3, 48000 Hz, 5.1, s16, 448 kb/s File 'lol6.avi' already exists. Overwrite ? [y/N] y Output #0, avi, to 'lol6.avi': Metadata: ISFT : Lavf52.62.0 Stream #0.0: Video: mpeg4, yuv420p, 672x368 [PAR 1:1 DAR 42:23], q=2-31, 200 kb/s, 25 tbn, 25 tbc Stream #0.1: Audio: mp2, 48000 Hz, 2 channels, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding [mpeg4 @ 0x17cf770]Invalid and inefficient vfw-avi packed B frames detected [buffer @ 0x184b610]Buffering several frames is not supported. Please consume all available frames before adding a new one. frame= 1501 fps=104 q=0.0 Lsize= 15612kB time=30.02 bitrate=4259.7kbits/s ts/s video:15303kB audio:235kB global headers:0kB muxing overhead 0.482620% if I convert this file to mp4 for example, and then perform the same action, it works perfectly.

    Read the article

  • Let system time determine animation speed, not program FPS

    - by Anders
    I'm writing a card game in ActionScript 3. Each card is represented by an instance of a class extending movieclip exported from Flash CS4 that contains the card graphics and a flip animation. When I want to flip a card I call gotoAndPlay on this movieclip. When the frame rate slows down all animations take longer to finish. It seems Flash will by default animate movieclips in a way that makes sure all frames in the clip will be drawn. Therefor, when the program frame rate goes below the frame rate of the clip, the animation will be played at a slower pace. I would like to have an animation always play at the same speed and as a consequence always be shown on the screen for the same amount of time. If the frame rate is too slow to show all frames, frames are dropped. Is is possible to tell Flash to animate in this way? If not, what is the easiest way to program this behavior myself?

    Read the article

  • How do I get HTML Markup for createRange() in Firefox

    - by OneNerd
    I am currently using code similar to this: try { // IE ONLY var theElement = "myElementName"; window.frames[theElement].focus(); var selection = window.frames[theElement].document.selection.createRange(); alert ( selection.htmlText ); } catch(e) { var selection = window.frames[theElement].document.getSelection(); alert ( selection ); } As you can see, I am accessing a node from an iframe (no fun already). I am definitely in new territory here, so am sure there are more issues to arise, but right now, I am trying to get Firefox to give me the same result as IE. In IE, I can access the HTML code of the selection by using the (apparently IE-only) htmlText property of the object returned by createRange(). What I am looking for is the Firefox equivalent to that (or a function that I can use to give me the same result). Anyone know how to do this?

    Read the article

  • How to save an image in it's original format?

    - by Patrick Klug
    I am trying to figure out how I can get the original format of an image so that I can store it with the same encoding. It seems that the only way to save an Image is by using a BitmapEncoder but I don't know how I can get the correct format from the image. Example: Clipboard.GetImage() returns a InteropBitmap which doesn't seem to contain any information about the original format. I also tried using an Extension method: public static void Save(this BitmapImage image, System.IO.Stream stream) { var decoder = BitmapDecoder.Create(image.StreamSource, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.Default); var encoder = BitmapEncoder.Create(decoder.CodecInfo.ContainerFormat); foreach (var frame in decoder.Frames) { encoder.Frames.Add(BitmapFrame.Create(decoder.Frames[0])); } encoder.Save(stream); } but the problem is that a) the ImageSource is not always a BitmapImage (Clipboard.GetImage()) for example and b) the image.StreamSource can be null in some cases (seems to be when the image is loaded via a relative Uri)

    Read the article

  • Getting animated gif data in c or c++

    - by Pickles
    I'm trying to get the frames (properly decoded) and the frames delay times from an animated gif. I've opened up the code to gifsicle and have also tried lungif but I'm not accustomed to c code and I'm having a difficult time following the logic. I've also tried other examples and I've gotten one to work but it didn't do the proper LZW decoding. Can anyone give me a quick example of how to do this? I'm building this app in xcode and trying to get an NSArray of the image frames. Thanks.

    Read the article

  • Not defined? Submit iframe from modal box post to iframe

    - by Steven
    Hello, I have <iframe src="correctdata.php" frameborder="0" width="100%" height="330" id="correctdata"></iframe> <div class="floatright"><a class="button bigger" onclick="window.frames['correctdata'].document.form['correct'].submit();">Submit</a></div> And correctdata.php contains a form <form method="post" action="correctdata.php" name="correct" id="correct"></form> (There is other stuff, but I'd much rather not post it. Yet when I press submit I get window.frames.correctdata is undefined [Break On This Error] window.frames.correctdata.document.form.correct.submit();

    Read the article

  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

    Read the article

  • OpenGL 3.0+ framebuffer to texture/images

    - by user827992
    I need a way to capture what is rendered on screen, i have read about glReadPixels but it looks really slow. Can you suggest a more efficient or just an alternative way for just copying what is rendered by OpenGL 3.0+ to the local RAM and in general to output this in a image or in a data stream? How i can achieve the same goal with OpenGL ES 2.0 ? EDIT: i just forgot: with this OpenGL functions how i can be sure that I'm actually reading a complete frame, meaning that there is no overlapping between 2 frames or any nasty side effect I'm actually reading the frame that comes right next to the previous one so i do not lose frames

    Read the article

  • Obsolete Computer Parts as Art [DIY]

    - by Jason Fitzpatrick
    If you’re like most geeks, you’ve got a box of aging computer equipment you just haven’t got around to hauling to your city’s haz-mat drop off site. This simple tutorial turns cast off circuit boards into wall art. While the author of the tutorial opted to use motherboards, you could easily use smaller frames/mats and use old expansion boards too. The process involves inexpensive IKEA frames with mats, popping the I/O ports off the boards to make them thinner, and drilling small mount holes in the backer board to mount the boards in place. Hit up the link below for more details. Motherboard Art [via IKEAHackers] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

    Read the article

  • Cocos2d-x 3.0 animation frame by frame

    - by Narek
    As I know animations are actions. Now I need to play animation frame by frame. Say I have an animation from N frames. each frame should be played after t delay. Now I want to play animation frame by frame, each frame advance the animation's state. How I can do this? And what about playing actions frame by frame advancing the state in general. I ask because I use ECS, and I deal with frames. P.S. I want to do something like this: Action * a = MoveTo(initialPoint, finalPoint, durationOfAnimation); a->play(0.001 seconds); a->play(0.003 seconds); a->play(0.02 seconds); a->play(0.67 seconds); a->play(0.06 seconds); And see the animation.

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >