The Blender (BGE) - side of rtsp support is committed [6f846da], now
to the ffmpeg backend:
Seems like a special case - couldn't the BlenderCAVE/remote-camera
users who want RTSP do their own builds?
That's a possible compromise, but then I would ask to at least have
wiki pages on how to
Hi,
What do I want:
-
FFmpeg libs to be compiled with: --enable-network
--enable-protocol=tcp --enable-demuxer=rtsp --enable-decoder=h264
Why do I need that for:
-
RTSP is used for 'remote camera' viewing, which in turn is a
requirement for
This is a feature quality question. There are lots of stuff which is
already used from FFmpeg (and which requires quite reasonable amount of
time to maintain) and there are much more stuff which could be enabled as
well. Main question here is: who's gonna to maintain this? And maintain
means
What if the Blender game engine receives only a very simple
(uncompressed pixel?) stream from a fifo and an external program
converts the required format? Or instead of a fifo, maybe it is possible
to use shared memory mapping.
I'm sure it is possible in Linux but perhaps not in Windows. Is
@Fasekas: we are wrapping some of the functionality directly from the
FFmpeg library so unless ffmpeg can do it I believe we can't. That's
besides the point though, why to reinvent the wheel if we are already
using a library that provides streaming.
@Sergey
And maintain means communicate with
On Wed, Jul 16, 2014 at 5:31 AM, Dalai Felinto dfeli...@gmail.com wrote:
@Fasekas: we are wrapping some of the functionality directly from the
FFmpeg library so unless ffmpeg can do it I believe we can't. That's
besides the point though, why to reinvent the wheel if we are already
using a
On Wednesday, July 16, 2014 12:55:49 PM Campbell Barton wrote:
On the other hand we end up loosing time to support various
configurations, its hard to know beforehand if enabling options incurs
maintenance overhead.
Seems like a special case - couldn't the BlenderCAVE/remote-camera
users
I have a deck link card. And I've redirected the captured video from it to
the v4l2loopback device. It can be done using bmdcapture + ffmpeg or
gstreamer. Both work quite well. You can do it with melt too, but
technically it uses ffmpeg to interface with v4l2.
On Jul 16, 2014 12:23 AM, Fazekas