Hi Stefan,
thanks for the explanation, I will try to follow your suggestion.
Alessandro
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Hi,
I think this is not possible with the current avfoundation-plugin. If
you reord a video in portrait mode, then the video-size is still 960 x
460. The ios stores the transformation of the video into as a
video-property (called prefferedTransform).
This transform is used when playing back the v
Hi again,
I managed to use the avfoundation plugin, everything seems to work fine but I
have an issue with a video that was recorded using an iPhone (portrait mode):
when it is played on a texture, it is rotated by 90 degrees. That same video is
not rotated if I play it for example on a PC or Ma
Thanks Stefan,
just trying it now.
Cheers,
Alessandro
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Hi Alessandro,
You'll need IOS 6.0 for the avfoundation-plugin. Check the
IPHONE_SDKVER-var in cmake, it should be 6.0
cheers,
Stephan
Am 04.01.13 19:16, schrieb Alessandro Terenzi:
> Hi Stefan,
> thank you for the update, I look forward to trying the avfoundation plugin...
> but can you provi
Hi Stefan,
thank you for the update, I look forward to trying the avfoundation plugin...
but can you provide some help to let me configure CMake in order to generate a
target for that plugin? So far it is missing in the project I get from CMake.
Thank you.
Alessandro
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Hi all,
just a short heads-up: the recent introduced avfoundation-plugin works
now an IOS 6, so you can playback videos on your ios-device.
There may be some bugs lurking around, and fast texture-upload via
CoreVideo is not implemented yet, will come in a future version,
cheers,
Stephan
Am 01.
Steph,
Thank you ! Can't wait to see that :)
Please keep us informed !
Cheers,
Bruno
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Hi
I have some working code playing a video inside OSG, it's IOS 6 only and
needs some porting to the osg-plugin-mechanism and some other enhancements.
I am currently busy with other work, so this has to wait for some more time.
cheers,
Stephan
Am 01.10.12 15:58, schrieb Bruno Ronzani:
> hi !
>
hi !
any results in using OSG to play videos on IOS ?
using ffmpeg is not an option ?
cheers,
bruno
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Hi Tom,
I've seen some examples related to video textures coming from the camera but it
looks like that the approach for video coming from files is quite different:
basically you have to create asset readers, get the tracks (video or audio or
both) and start reading frames (or audio samples)...u
Hi
I have code for a video camera feed and from what I can remember the docs said
the same sort of technique could be used to create a callback for video file
frames also.
Might be worth checking out the latest osgArt, they have added support for IOS
and all other platforms have video file sup
Yes I have, and actually I found something (both in WWDC2010 and WWDC2011) but
everything I found was mostly related to getting the video camera frames to
OpenGL not video/movie files and it looks like that the approach for video
files is quite different if compared to the camera approach.
So f
On 7/14/11, Alessandro Terenzi wrote:
> Thanks Stephan,
> I'll study the possibilities more in depth.
If you have access to the WWDC 2011 videos, there were some sessions
related to this topic.
-Eric
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Thanks Stephan,
I'll study the possibilities more in depth.
Cheers.
Alessandro
On Thu, Jul 14, 2011 at 10:07 AM, Stephan Huber wrote:
> Hi,
>
> Am 14.07.11 09:14, schrieb Alessandro Terenzi:
>> I wonder if playing a video texture (from a .MOV file) with OSG for iOS
>> works the same way as OSG
Hi,
Am 14.07.11 09:14, schrieb Alessandro Terenzi:
> I wonder if playing a video texture (from a .MOV file) with OSG for iOS works
> the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt
> library and statically link to it? Would this work for iOS too?
Unfortunatley you
Hi,
I wonder if playing a video texture (from a .MOV file) with OSG for iOS works
the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt
library and statically link to it? Would this work for iOS too?
What about any audio eventually embedded in the .MOV?
Thanks.
Alessand
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