Hello,
when I call GLMediaPlayer.getNextTexture, I only get a black screen drawn when I draw the resulting texture. TextureSequence.TextureFrame toString = TextureFrame[pts 1833 ms, l 41 ms, texID 0] Texture ( TextureFrame.getTexture ) toString Texture[target 0xde1, name 0, 416/672 x 240/240, y-flip true, 0 bytes] I'm working off of the MovieCube demo, including trying to draw the same video. So far as I can tell, the video is being decoded ( the GLMediaPlayer.getDecodedFrameCount increments ) but Texture.getEstimatedMemorySize is always 0. Any help much appreciated! thank you. |
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Hi
Please give us much more information about your configuration, OS, VM, graphics card, etc...
Julien Gouesse | Personal blog | Website
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Sure thing
JOGL & GluGen version 2.2.0, Java Oracle SDK & JRE 1.7, requesting GLProfile GL2ES2. OS - Linux Mint 17 Linux laptop 3.13.0-24-generic #47-Ubuntu SMP x86_64 x86_64 x86_64 GNU/Linux some glxinfo: server glx vendor string: SGI server glx version string: 1.4 client glx vendor string: Mesa Project and SGI client glx version string: 1.4 OpenGL vendor string: Intel Open Source Technology Center OpenGL renderer string: Mesa DRI Intel(R) Sandybridge Mobile OpenGL core profile version string: 3.1 (Core Profile) Mesa 10.1.0 OpenGL core profile shading language version string: 1.40 OpenGL core profile context flags: (none) OpenGL version string: 3.0 Mesa 10.1.0 OpenGL shading language version string: 1.30 OpenGL context flags: (none) |
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In reply to this post by Peter F
On 08/21/2014 07:30 PM, Peter F [via jogamp] wrote:
> Hello, > > when I call GLMediaPlayer.getNextTexture, I only get a black screen drawn when > I draw the resulting texture. > > TextureSequence.TextureFrame toString = TextureFrame[pts 1833 ms, l 41 ms, > texID 0] > Texture ( TextureFrame.getTexture ) toString Texture[target 0xde1, name 0, > 416/672 x 240/240, y-flip true, 0 bytes] > > I'm working off of the MovieCube demo, including trying to draw the same > video. So far as I can tell, the video is being decoded ( the > GLMediaPlayer.getDecodedFrameCount increments ) but > Texture.getEstimatedMemorySize is always 0. > > Any help much appreciated! thank you. I suggest you test the difference with them step-by-step. > Texture.getEstimatedMemorySize is always 0. This is similar w/ our demos, since we don't use TextureData but a direct texture object in TextureFrame. Further more I assume you have installed libav/ffmpeg on your system. You can enable the following debug properties for GLMediaPlayer: -Djogl.debug.GLMediaPlayer -Djogl.debug.GLMediaPlayer.Native -Djogl.debug.AudioSink -Djogl.debug.AudioSink.trace -Djogl.debug.GLSLCode ~Sven signature.asc (828 bytes) Download Attachment |
Thanks for the heads up about the texture data, no texture data makes sense.
I've managed to put together a simple test app that which is rendering the video now, I must have had some internal issue in my original app's code. The video appears to be red-shifted however, & the texture being drawn would appear to be the mip-map composite image. I'm drawing the texture obtained from texture.getTextureObject() to the whole window. The left 2/3 of the screen contains a frame content, then I have 2 more frames displayed next to it half the size, then some really small bits on the right hand edge. I'll continue to look at the examples for any texture format / render setting params I'm not setting. |
For now I've corrected the multi-frames within the texture by sampling only the larger image in the texture, but the bigger problem is that the video is always red. Sampling the texture shows that only the red channel ever has a value, this behaviour is constant with other video formats I've tried from the list on this page:
https://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/opengl/util/av/GLMediaPlayer.html This leads me to believe I have a problem with the decoder the media player is using, as it always gives me a split-up texture only using the red channel. Any ideas? |
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In reply to this post by Peter F
On 08/22/2014 03:35 PM, Peter F [via jogamp] wrote:
> Thanks for the heads up about the texture data, no texture data makes sense. > > I've managed to put together a simple test app that which is rendering the > video now, I must have had some internal issue in my original app's code. > > The video appears to be red-shifted however, & the texture being drawn would > appear to be the mip-map composite image. > > I'm drawing the texture obtained from texture.getTextureObject() to the whole > window. The left 2/3 of the screen contains a frame content, then I have 2 > more frames displayed next to it half the size, then some really small bits on > the right hand edge. > > I'll continue to look at the examples for any texture format / render setting > params I'm not setting. demo code. Those shader perform the required colorspace conversion using the GPU. ~Sven signature.asc (828 bytes) Download Attachment |
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