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Written by Daniel P
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Monday, 28 August 2006 |
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While you can build FFMpeg libraries in order to use them under Windows (as I pointed
out in a previous post), it's pretty hard to debug them because you can't step in
the libraries' dll. It seems that there is no easy solution.
One of the reason I got recently interested in FFMpeg was the prospect to debug "everything"
because certain situations with DirectShow and C# are very hard to debug without the
source of quartz.dll (yes, we have the symbol files but "assembly-level" debugging
of multi-threaded code is not something that you do for fun).
Anyway, I think I'll start working on a high-level wrapper for most of the FFMpeg
libraries functionalities. We'll see how things evolve.
btw, I have also written a simplified version of output_example.c; it's working but
I used the same "do-it-yourself" marshalling as in my first draft. Hopefully, I'll
have something more appealing in the near future.
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Written by Daniel P
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Friday, 18 August 2006 |
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I have fixed the problem with mpeg files in the code. Originally, I was unaware of
the newer code from Martin Böhme. So I wrote my translation using the old version
and when I found the newer code I left the following two lines:
//if( DNUtils.codec_cap_truncated(pCodec) != 0 )
// DNUtils.set_truncated_flag(pCodecCtx);
They should be commented out, as above,
and that's the only difference with the code in my original post. I have updated the
download but you can just add the comment on the lines above (around line 120 in the
file Class1.cs).
Now the application should also process
mpeg files correctly.
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