Commit: cb10fcaed46c2583cd3daffdff12f6283c85598b
Author: Campbell Barton
Date: Fri Jun 10 20:25:06 2016 +1000
Branches: temp-decklink
https://developer.blender.org/rBcb10fcaed46c2583cd3daffdff12f6283c85598b
Cleanup: strip ws
===================================================================
M doc/python_api/rst/bge.texture.rst
===================================================================
diff --git a/doc/python_api/rst/bge.texture.rst
b/doc/python_api/rst/bge.texture.rst
index 9364755..9d6166b 100644
--- a/doc/python_api/rst/bge.texture.rst
+++ b/doc/python_api/rst/bge.texture.rst
@@ -49,8 +49,8 @@ When the texture object is deleted, the new texture is
deleted and the old textu
.. literalinclude:: ../examples/bge.texture.1.py
:lines: 8-
-
-
+
+
.. include:: ../examples/bge.texture.2.py
:start-line: 1
:end-line: 6
@@ -196,7 +196,6 @@ Video classes
:return: see `FFmpeg Video and Image Status`_.
:rtype: int
-
*************
Image classes
*************
@@ -263,7 +262,7 @@ Image classes
.. method:: refresh(buffer=None, format="RGBA")
Refresh image, get its status and optionally copy the frame to an
external buffer.
-
+
:arg buffer: An optional object that implements the buffer protocol.
If specified, the image is copied to the buffer, which must be big
enough or an exception is thrown.
:type buffer: any buffer type
@@ -583,12 +582,12 @@ Image classes
:type: bool
-.. class:: ImageRender(scene, camera, fbo=None)
+.. class:: ImageRender(scene, camera)
Image source from render.
The render is done on a custom framebuffer object if fbo is specified,
otherwise on the default framebuffer.
-
+
:arg scene: Scene in which the image has to be taken.
:type scene: :class:`~bge.types.KX_Scene`
:arg camera: Camera from which the image has to be taken.
@@ -638,7 +637,7 @@ Image classes
.. attribute:: image
Image data. (readonly)
-
+
:type: :class:`~bgl.Buffer` or None
.. attribute:: scale
@@ -816,37 +815,37 @@ Image classes
.. class:: VideoDeckLink(format, capture=0)
- Image source from an external video stream captured with a DeckLink video
card from
+ Image source from an external video stream captured with a DeckLink video
card from
Black Magic Design.
Before this source can be used, a DeckLink hardware device must be
installed, it can be a PCIe card
or a USB device, and the 'Desktop Video' software package (version 10.4 or
above must be installed)
on the host as described in the DeckLink documentation.
If in addition you have a recent nVideo Quadro card, you can benefit from
the 'GPUDirect' technology
- to push the captured video frame very efficiently to the GPU. For this you
need to install the
- 'DeckLink SDK' version 10.4 or above and copy the 'dvp.dll' runtime library
to Blender's
+ to push the captured video frame very efficiently to the GPU. For this you
need to install the
+ 'DeckLink SDK' version 10.4 or above and copy the 'dvp.dll' runtime library
to Blender's
installation directory or to any other place where Blender can load a DLL
from.
-
- :arg format: string describing the video format to be captured.
+
+ :arg format: string describing the video format to be captured.
:type format: str
:arg capture: Card number from which the input video must be captured.
:type capture: int
The format argument must be written as
``<displayMode>/<pixelFormat>[/3D][:<cacheSize>]`` where ``<displayMode>``
- describes the frame size and rate and <pixelFormat> the encoding of the
pixels.
+ describes the frame size and rate and <pixelFormat> the encoding of the
pixels.
The optional ``/3D`` suffix is to be used if the video stream is stereo
with a left and right eye feed.
The optional ``:<cacheSize>`` suffix determines the number of the video
frames kept in cache, by default 8.
Some DeckLink cards won't work below a certain cache size.
The default value 8 should be sufficient for all cards.
You may try to reduce the cache size to reduce the memory footprint. For
example the The 4K Extreme is known
- to work with 3 frames only, the Extreme 2 needs 4 frames and the Intensity
Shuttle needs 6 frames, etc.
+ to work with 3 frames only, the Extreme 2 needs 4 frames and the Intensity
Shuttle needs 6 frames, etc.
Reducing the cache size may be useful when Decklink is used in conjunction
with GPUDirect:
all frames must be locked in memory in that case and that puts a lot of
pressure on memory.
- If you reduce the cache size too much,
+ If you reduce the cache size too much,
you'll get no error but no video feed either.
-
- The valid ``<displayMode>`` values are copied from the ``BMDDisplayMode``
enum in the DeckLink API
- without the 'bmdMode' prefix. In case a mode that is not in this list is
added in a later version
- of the SDK, it is also possible to specify the 4 letters of the internal
code for that mode.
+
+ The valid ``<displayMode>`` values are copied from the ``BMDDisplayMode``
enum in the DeckLink API
+ without the 'bmdMode' prefix. In case a mode that is not in this list is
added in a later version
+ of the SDK, it is also possible to specify the 4 letters of the internal
code for that mode.
You will find the internal code in the ``DeckLinkAPIModes.h`` file that is
part of the SDK.
Here is for reference the full list of supported display modes with their
equivalent internal code:
@@ -888,7 +887,7 @@ Image classes
Most of names are self explanatory. If necessary refer to the DeckLink API
documentation for more information.
- Similarly, <pixelFormat> is copied from the BMDPixelFormat enum.
+ Similarly, <pixelFormat> is copied from the BMDPixelFormat enum.
Here is for reference the full list of supported pixel format and their
equivalent internal code:
@@ -903,31 +902,31 @@ Image classes
- 10BitRGBXLE 'R10l'
- 10BitRGBX 'R10b'
- Refer to the DeckLink SDK documentation for a full description of these
pixel format.
- It is important to understand them as the decoding of the pixels is NOT
done in VideoTexture
- for performance reason. Instead a specific shader must be used to decode
the pixel in the GPU.
+ Refer to the DeckLink SDK documentation for a full description of these
pixel format.
+ It is important to understand them as the decoding of the pixels is NOT
done in VideoTexture
+ for performance reason. Instead a specific shader must be used to decode
the pixel in the GPU.
Only the '8BitARGB', '8BitBGRA' and '10BitRGBXLE' pixel formats are mapped
directly to OpenGL RGB float textures.
The '8BitYUV' and '10BitYUV' pixel formats are mapped to openGL RGB float
texture but require a shader to decode.
- The other pixel formats are sent as a ``GL_RED_INTEGER`` texture (i.e. a
texture with only the
+ The other pixel formats are sent as a ``GL_RED_INTEGER`` texture (i.e. a
texture with only the
red channel coded as an unsigned 32 bit integer) and are not recommended
for use.
Example: ``HD1080p24/10BitYUV/3D:4`` is equivalent to ``24ps/v210/3D:4``
and represents a full HD stereo feed at 24 frame per second and 4 frames
cache size.
- Although video format auto detection is possible with certain DeckLink
devices, the corresponding
- API is NOT implemented in the BGE. Therefore it is important to specify the
format string that
- matches exactly the video feed. If the format is wrong, no frame will be
captured.
- It should be noted that the pixel format that you need to specify is not
necessarily the actual
- format in the video feed. For example, the 4K Extreme card delivers 8bit
RGBs pixels in the
- '10BitRGBXLE' format. Use the 'Media Express' application included in
'Desktop Video' to discover
+ Although video format auto detection is possible with certain DeckLink
devices, the corresponding
+ API is NOT implemented in the BGE. Therefore it is important to specify the
format string that
+ matches exactly the video feed. If the format is wrong, no frame will be
captured.
+ It should be noted that the pixel format that you need to specify is not
necessarily the actual
+ format in the video feed. For example, the 4K Extreme card delivers 8bit
RGBs pixels in the
+ '10BitRGBXLE' format. Use the 'Media Express' application included in
'Desktop Video' to discover
which pixel format works for a particular video stream.
.. attribute:: status
Status of the capture: 1=ready to use, 2=capturing, 3=stopped
-
+
:type: int
-
+
.. attribute:: framerate
Capture frame rate as computed from the video format.
@@ -936,7 +935,7 @@ Image classes
.. attribute:: valid
- Tells if the image attribute can be used to retrieve the image.
+ Tells if the image attribute can be used to retrieve the image.
Always False in this implementation (the image is not available at
python level)
:type: bool
@@ -1058,7 +1057,7 @@ Texture classes
This class supports the immediate playback mode: it has a source attribute
that is assigned
one of the source object in the bge.texture module. Refreshing the DeckLink
object causes
the image source to be computed and sent to the DeckLink device for
immediate transmission
- on the output interfaces. Keying is supported: it allows to composite the
frame with an
+ on the output interfaces. Keying is supported: it allows to composite the
frame with an
input video feed that transits through the DeckLink card.
:arg cardIdx: Number of the card to be used for output (0=first card).
@@ -1080,20 +1079,20 @@ Texture classes
In that case the 'right' attribute must also be set to specify the image
source for the right eye.
Note: The pixel format is not specified here because it is always BGRA. The
alpha channel is
- used in keying to mix the source with the input video feed, otherwise it is
not used.
+ used in keying to mix the source with the input video feed, otherwise it is
not used.
If a conversion is needed to match the native video format, it is done
inside the DeckLink driver
- or device.
+ or device.
.. attribute:: source
This attribute must be set to one of the image source. If the image size
does not fit exactly
- the frame size, the extend attribute determines what to do.
+ the frame size, the extend attribute determines what to do.
For best performance, the source image should match exactl
@@ Diff output truncated at 10240 characters. @@
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