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Sur d’autres sites (8884)

  • ffmpeg : resulting video from timelapse not playable in quicktime after size change [duplicate]

    15 novembre 2016, par Tony Pitale

    This question already has an answer here :

    I can create a "timelapse" video from a series of photos using the following command :

    ffmpeg -pattern_type glob -f image2 -framerate 24 -i "*.JPG" -r 24 -s uhd2160 -pix_fmt yuv420p -vcodec libx264 disassembly-2.mp4

    And this is playable by Quicktime. However, if I change the -s option to be 4000x3000 to exactly match the size of the photos, Quicktime can no longer play the resulting video. VLC can, but not QT.

    ffmpeg -pattern_type glob -f image2 -framerate 24 -i "*.JPG" -r 24 -s 4000x3000 -pix_fmt yuv420p -vcodec libx264 disassembly-2.mp4

    Does anyone know why this change alone would break playback in QT ?

    Running Mac OS 10.12.1 on a 2013 Mac Pro. QT is version 10.4 (891). ffmpeg is :

    ffmpeg version 3.2 Copyright (c) 2000-2016 the FFmpeg developers
    built with Apple LLVM version 8.0.0 (clang-800.0.42.1)
    configuration: --prefix=/usr/local/Cellar/ffmpeg/3.2 --enable-shared --enable-pthreads --enable-gpl --enable-version3 --enable-hardcoded-tables --enable-avresample --cc=clang --host-cflags= --host-ldflags= --enable-libmp3lame --enable-libx264 --enable-libxvid --enable-opencl --disable-lzma --enable-vda
    libavutil      55. 34.100 / 55. 34.100
    libavcodec     57. 64.100 / 57. 64.100
    libavformat    57. 56.100 / 57. 56.100
    libavdevice    57.  1.100 / 57.  1.100
    libavfilter     6. 65.100 /  6. 65.100
    libavresample   3.  1.  0 /  3.  1.  0
    libswscale      4.  2.100 /  4.  2.100
    libswresample   2.  3.100 /  2.  3.100
    libpostproc    54.  1.100 / 54.  1.100

    Quicktime does not show an error message. It plays a video of the appropriate size (dimensions) and length of play that is entirely black.

  • "No JPEG data found in image" when using ffmpeg concat

    7 juillet 2021, par bpgeck

    We are using FFMPEG for some image processing. We are attempting to concatenate a series of images into one single video file using ffmpeg concat, similar to what is described in this guide.

    


    Our full command is the following :

    


    ffmpeg -loglevel debug -y concat -safe 0 -i /tmp/infile.txt -pix_fmt yuvj420p -c:v libx264 -bsf:v h264_mp4toannexb /tmp/outfile.ts


    


    This infile.txt contains a list of the image file names and the duration that image should take up in the video :

    


    file /tmp/media/tmppjdk_2jd.jpg
duration 0.049911
file /tmp/media/tmptjuoz56b.jpg
duration 0.050015
file /tmp/media/tmpzywkxe16.jpg
duration 0.049960
...


    


    When running this command, however, I see the following error :

    


    [mjpeg @ 0x565013c4b800] No JPEG data found in image
Error while decoding stream #0:0: Invalid data found when processing input
[mjpeg @ 0x565013c4b800] No JPEG data found in image
Error while decoding stream #0:0: Invalid data found when processing input
[mjpeg @ 0x565013c4b800] No JPEG data found in image
Error while decoding stream #0:0: Invalid data found when processing input
[mjpeg @ 0x565013c4b800] No JPEG data found in image
Error while decoding stream #0:0: Invalid data found when processing input
...
opping st:0
DTS 243, next:3170350840000 st:0 invalid dropping
PTS 243, next:3170350840000 invalid dropping st:0
DTS 244, next:3170350880000 st:0 invalid dropping
PTS 244, next:3170350880000 invalid dropping st:0
DTS 245, next:3170350920000 st:0 invalid dropping
PTS 245, next:3170350920000 invalid dropping st:0
DTS 246, next:3170350960000 st:0 invalid dropping
PTS 246, next:3170350960000 invalid dropping st:0
DTS 248, next:3170351000000 st:0 invalid dropping
PTS 248, next:3170351000000 invalid dropping st:0


    


    Any ideas on how I can properly debug this ?

    


  • yuv to rgb conversion using OpenGL ES2.0 in android,

    8 octobre 2013, par 101110101100111111101101

    I have 2 questions about yuv to rgb conversion using OpenGL ES2.0 in android.

    First thing needs little background.

    -------BACK GROUND------

    When I put random data(YUVs one), It renders like good. (I'm not certain because data is
    random data.)

    however, When I put 'real' one, that is awkaward, important is 'render something'.

    I checked my codes(renderer, data parser, etc... every where), and no doubtful part , except for using GL_RGB parameters in method 'glRenderbufferStorage', 'glTexImage2D'...

    I changed that parameters many times which is in 'glRenderbufferStorage'(GL_RGBA4, GL_RGB565 etc... ). (current is GL_RGBA4)

    but no changed. (some parameters occur error, no rendering.)

    and 'glTexImage2D's parameters too. (current is GL_LUMINANCE.)

    Before Conversion : YUV420P (from ffmpeg pix_fmt_YUV420p) (16bpp, 2X2 Y4 Cb1 Cr1)
    After Conversion : RGB. (I don't know what's difference with RGB series... RGBA, RGB565 etc)
    Before decodedData : decoded linesize is 736 height is 480. (fixed)

    so 12*736*480/8 -> array size ;
    Y is 736 * 480
    U is arraysize * 1/4 ;
    V is arraysize * 1/4 ;

    ---------BACK GROUND END-----------

    I wondering GL_RGB or RGBA4 or RGB565 that parameters effect output data's result ?
    Not part of quality, but part of rendering or not.

    Second part is about fragment shader.

    My rendering engine structure has 3texture in fragment shader. (attach source below)

           "precision mediump float;               \n"
       "varying vec2 v_vTexCoord;          \n"
       "uniform sampler2D yTexture;        \n"
       "uniform sampler2D uTexture;        \n"
       "uniform sampler2D vTexture;        \n"
       "void main() {                      \n"
           "float y=texture2D(yTexture, v_vTexCoord).r;\n"
           "float u=texture2D(uTexture, v_vTexCoord).r;\n"
           "float v=texture2D(vTexture, v_vTexCoord).r;\n"
           "y=1.1643 * (y - 0.0625);\n"
           "u=u - 0.5;\n"
           "v=v - 0.5;\n"
           "float r=y + 1.5958 * v;\n"
           "float g=y - 0.39173 * u - 0.81290 * v;\n"
           "float b=y + 2.017 * u;\n"
           "gl_FragColor = vec4(r, g, b, 1.0);\n"
       "}\n";

    as you know, there are three texture, Ytex,Utex,Vtex.
    and then, it converts, and gl_FragColor = vec4(r,g,b,1.0) ;
    I don't know gl_FragColor = vec4(r,g,b,1.0) means.
    of cource, I know gl_FragColor is set, but How can I get actual r,g,b value ?
    it renders in texture automatically ?