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author | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-01 13:40:58 +0000 |
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committer | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-01 13:40:58 +0000 |
commit | 840abe2817971ba4d69f0e36c26bde4f32a42998 (patch) | |
tree | 2806f7b9bf17334f5f285ad39aedc34acabed964 /Game/Code/SMpeg | |
parent | 29bfe93f952496c81d1ca02b8d6291275a4be308 (diff) | |
download | usdx-840abe2817971ba4d69f0e36c26bde4f32a42998.tar.gz usdx-840abe2817971ba4d69f0e36c26bde4f32a42998.tar.xz usdx-840abe2817971ba4d69f0e36c26bde4f32a42998.zip |
re-commit, now with debugging things disabled
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@358 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/SMpeg')
-rw-r--r-- | Game/Code/SMpeg/Uffmpeg.pas | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/Game/Code/SMpeg/Uffmpeg.pas b/Game/Code/SMpeg/Uffmpeg.pas index e72c4ed5..f10f40d3 100644 --- a/Game/Code/SMpeg/Uffmpeg.pas +++ b/Game/Code/SMpeg/Uffmpeg.pas @@ -5,7 +5,7 @@ # based on 'An ffmpeg and SDL Tutorial' (http://www.dranger.com/ffmpeg/) #
#############################################################################}
-{$define DebugDisplay}
+//{$define DebugDisplay}
unit Uffmpeg;
@@ -140,7 +140,9 @@ begin end;
VideoTimeBase:=VideoCodecContext^.time_base.num/VideoCodecContext^.time_base.den;
// hack to get reasonable timebase for divx
+{$ifdef DebugDisplay}
showmessage('framerate: '+inttostr(floor(1/videotimebase))+'fps');
+{$endif}
while VideoTimeBase < 0.02 do VideoTimeBase:=VideoTimeBase*10;
{$ifdef DebugDisplay}
showmessage('calculated framerate: '+inttostr(floor(1/videotimebase))+'fps');
@@ -237,10 +239,10 @@ begin // if we did not get an new frame, there's nothing more to do
if Framefinished=0 then Exit;
// otherwise we convert the pixeldata from YUV to RGB
-{ errnum:=img_convert(PAVPicture(AVFrameRGB), PIX_FMT_RGB24,
+ errnum:=img_convert(PAVPicture(AVFrameRGB), PIX_FMT_RGB24,
PAVPicture(AVFrame), VideoCodecContext^.pix_fmt,
VideoCodecContext^.width, VideoCodecContext^.height);
-}errnum:=1;
+//errnum:=1;
if errnum >=0 then begin
// copy RGB pixeldata to our TextureBuffer
// (line by line)
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