frame-rate

Get current frame of video in javascript / jquery

我的梦境 提交于 2019-12-05 01:28:42
I am playing video using the html video tag. While playing video I want the current frame of the video not "currentTime" using jquery or javascript. I am able to get the current frame by doing the calculation of the fps of video and currentTime, but it is not giving the exact frame number. Any ideas how I can fix this? Please check out below demo. Only one thing is you have to assign a frameRate of video. External Js will manage all thing and you can get Frame number easily. var currentFrame = $('#currentFrame'); var video = VideoFrame({ id : 'video', frameRate: 29.97, callback : function

spritekit ios9 fps drop

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-04 23:09:33
问题 I've noticed a major drop in fps in my sprite kit game having upgraded from iOS 8.4 to iOS 9. Has anyone else encountered this? My texture atlases are still buried away in .atlas files. I've tried to use the asset catalog texture atlas functionality as an experiment and that gives even worse performance. 回答1: Have you tried this? skView.ignoresSiblingOrder = YES; You will probably have to set some zValues explicitly after the change, but the number of draw calls will hopefully be reduced. You

Processing / C920 logitech capture frame rate video discourse

时间秒杀一切 提交于 2019-12-04 19:05:27
I'm developing on Processing 2.0b, and i just bought a C920 logitech webam for a good capture quality. Then I try to capture at 1920 x 1080 , the problem is that I'm under 15 fps per seconds.. When I list all the devices availsable to capture, the program write: Some size and fps ... -[61] "name=HD Pro Webcam C920,size=1024x576,fps=5" -[62] "name=HD Pro Webcam C920,size=1024x576,fps=30" -[63] "name=HD Pro Webcam C920,size=1280x720,fps=5" -[64] "name=HD Pro Webcam C920,size=1280x720,fps=30" -[65] "name=HD Pro Webcam C920,size=1600x896,fps=5" -[66] "name=HD Pro Webcam C920,size=1600x896,fps=30"

Is it possible to disable frame-limiting in libGDX?

时光怂恿深爱的人放手 提交于 2019-12-04 16:27:54
问题 More specifically, a desktop libGDX-LWJGL application. There are configurations options to disable CPU syncing as well as vsynching, but regardless the application runs at 60fps. This is fine for all practical uses - but out of curiousity if nothing else, I'd like to see how high the framerate could go. 回答1: Rode Hyde's answer is no longer correct due to changes in the library. Try this: LwjglApplicationConfiguration config = new LwjglApplicationConfiguration(); config.vSyncEnabled = false; /

Getting current FPS of OpenCV

℡╲_俬逩灬. 提交于 2019-12-04 13:10:19
问题 I am writing an OpenCV application and the FPS is very important. How do I time the processing time of the main loop to get the current and Average FPS? This way, I can know how fast my application can operate. By the way, I'm using imread off an SSD so the processor is the bottleneck here! 回答1: you can do something like this. regarding fps, i find that instead of deriving from average duration, it's slightly better to actually count in 1 second segments and average. you can control the

Debugging low FPS in Three.js

天大地大妈咪最大 提交于 2019-12-04 12:47:28
I'm working on a Three.js WebGL scene and am noticing 60 FPS when I'm zoomed out so that all observations (~20,000 triangles) are in view, but very low FPS when I'm zoomed in so that only a small subset of the triangles are in view. I'd like to figure out what's causing this discrepancy. My intuition is that the opposite would be true: I'd assume when the user is zoomed in the near and far clipping planes would remove many triangles from the scene which would increase FPS. I want to figure out why this intuition is wrong in this scene. How can one identify the full stack of calls used within a

Fast Video Display WPF

…衆ロ難τιáo~ 提交于 2019-12-04 09:48:18
问题 I am working on a WPF application that needs to display several video streams at a fast frame rate (we would like 30 fps). The video streams are 1920x1080 raw (RGB24) frames (they are stored in a System.Drawing.Bitmap). Does anyone have any ideas on how to achieve this? More details: Our previous attempts have used a standard WPF Image control, changing its source for each frame. This worked well for a single stream but now that we have to render multiple streams, it is slowing down. We have

WGL: No double buffering + multi sampling = FAIL?

对着背影说爱祢 提交于 2019-12-04 07:25:07
I usually create a pixel format using wglChoosePixelFormatARB() with these arguments (among others): WGL_DOUBLE_BUFFER_ARB = GL_TRUE WGL_SAMPLE_BUFFERS_ARB = GL_TRUE WGL_SAMPLES_ARB = 4 i.e. double buffering on and x4 multisampling. This works just fine. But when I try to turn of the double buffering: WGL_DOUBLE_BUFFER_ARB = GL_FALSE WGL_SAMPLE_BUFFERS_ARB = GL_TRUE WGL_SAMPLES_ARB = 4 The call to wglChoosePixelFormatARB() fails (or rather indicates it didn't create anything) When I effectively turn multisampling off: WGL_DOUBLE_BUFFER_ARB = GL_FALSE WGL_SAMPLE_BUFFERS_ARB = GL_TRUE WGL

IOS AVPlayer get fps

瘦欲@ 提交于 2019-12-04 03:39:13
问题 Im trying to figure out how to retrieve a videos frame rate via AVPlayer. AVPlayerItem has a rate variable but it only returns a value between 0 and 2 (usually 1 when playing). Anybody have an idea how to get the video frame rate? Cheers 回答1: Use AVAssetTrack's nominalFrameRate property . Below method to get FrameRate : Here queuePlayer is AVPlayer -(float)getFrameRateFromAVPlayer { float fps=0.00; if (self.queuePlayer.currentItem.asset) { AVAssetTrack * videoATrack = [[videoAsset

Game Development: How to limit FPS?

主宰稳场 提交于 2019-12-04 02:26:05
I'm writing a game, and I saw the FPS algorithm doesn't work correctly (when he have to calculate more, he sleeps longer...) So, the question is very simple: how to calculate the sleeptime for having correct FPS? I know how long it took to update the game one frame in microseconds and of course the FPS I want to reach. I'm searching crazy for a simple example, but I can't find one.... The code may be in Java, C++ or pseudo.... The number of microseconds per frame is 1000000 / frames_per_second . If you know that you've spent elapsed_microseconds calculating, then the time that you need to