Search Results

Search found 24263 results on 971 pages for 'android video player'.

Page 426/971 | < Previous Page | 422 423 424 425 426 427 428 429 430 431 432 433  | Next Page >

  • Enable H.264 (or x264) in AVIDemux

    - by Thomas
    I am trying to get AVIDemux set up with the X264 codec using this tutorial. The following is what goes down when I get to the ./configure --enable-mp4-output command Thomas-Phillipss-MacBook:x264 tomdabomb2u$ sudo ./configure --enable-mp4-output Password: Unknown option --enable-mp4-output, ignored Found no assembler Minimum version is yasm-0.6.2 If you really want to compile without asm, configure with --disable-asm. So I tried it. Thomas-Phillipss-MacBook:x264 tomdabomb2u$ sudo ./configure --enable-mp4-output --disable-asm Unknown option --enable-mp4-output, ignored Warning: gpac is too old, update to 2007-06-21 UTC or later Platform: X86_64 System: MACOSX asm: no avs: no lavf: no ffms: no gpac: no pthread: yes filters: crop select_every debug: no gprof: no PIC: no shared: no visualize: no bit depth: 8 You can run 'make' or 'make fprofiled' now. I issued make, and then Thomas-Phillipss-MacBook:x264 tomdabomb2u$ ./x264 -v -q 20 -o foreman.mp4 foreman_part_qcif.yuv 176x144. And as expected, the results are: x264 [error]: not compiled with MP4 output support So I'm stuck. Any ideas?

    Read the article

  • Need to store and backup HD vid files. But need to access them alot.

    - by Mike
    I've had my 700 Gb HDD ever since I bought my computer so partitioning it is out of the question. What I need is a place to keep my HD vid files so when I edit, I don't get a long load time in the editing software. But I also need to keep a back-up of all my other important files which I haven't been doing. Should I buy an additional internal drive JUST for vid files and buy an external for backup of all my files? What are my best options?

    Read the article

  • Dual monitors and flash movie to stay maximized on one of them.

    - by Kamil Zadora
    I have recently assembled a dual monitor setup. I often watch live.twit.tv in my browser and I would like to run it maximized while I do other stuff on second screen, but when I click on a desktop the full screen mode rolls back to normal view. The same case is for different Flash players and I believe Silverlight players suffer from the same problem. Is there any way to bypass this behavior?

    Read the article

  • Cliq Wireless questions

    - by Nathan Adams
    Heres the deal: I am by no means a Linux expert, even less when it comes to the Android OS but lets see if we can't solve this problem. The problem I am having is that on the Cliq we have a broadcom chip. In order to use the wireless card you must first insert the module into the kernel. Fine: # insmod /system/lib/dhd.ko insmod /system/lib/dhd.ko # lsmod lsmod dhd 164936 0 - Live 0xbf000000 # BUT netcfg (or ifconfig in busybox) does not recognize that there is a wireless adapter there: # netcfg netcfg lo UP 127.0.0.1 255.0.0.0 0x00000049 dummy0 DOWN 0.0.0.0 0.0.0.0 0x00000082 rmnet0 UP 14.67.164.2 255.255.255.252 0x00001043 rmnet1 DOWN 0.0.0.0 0.0.0.0 0x00001002 rmnet2 DOWN 0.0.0.0 0.0.0.0 0x00001002 usb0 DOWN 0.0.0.0 0.0.0.0 0x00001002 # busybox ifconfig busybox ifconfig lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:282 errors:0 dropped:0 overruns:0 frame:0 TX packets:282 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:18754 (18.3 KiB) TX bytes:18754 (18.3 KiB) rmnet0 Link encap:Ethernet HWaddr EE:83:E8:B4:4A:ED inet addr:14.x.x.x Bcast:14.67.164.3 Mask:255.255.255.252 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:7148 errors:0 dropped:0 overruns:0 frame:0 TX packets:7659 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2609236 (2.4 MiB) TX bytes:908575 (887.2 KiB) # For giggles if we attempt to launch wpa_supplicant anyways we get this: # wpa_supplicant -Dwext -ieth0 -c/data/misc/wifi/wpa_supplicant.conf wpa_supplicant -Dwext -ieth0 -c/data/misc/wifi/wpa_supplicant.conf ioctl[SIOCSIWPMKSA]: No such device ioctl[SIOCSIWMODE]: No such device Could not configure driver to use managed mode ioctl[SIOCGIFFLAGS]: No such device Could not set interface 'eth0' UP ioctl[SIOCGIWRANGE]: No such device ioctl[SIOCGIFINDEX]: No such device CTRL-EVENT-STATE-CHANGE id=-1 state=0 ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWAUTH]: No such device WEXT auth param 7 value 0x0 - Failed to disable WPA in the driver. ioctl[SIOCSIWAUTH]: No such device WEXT auth param 5 value 0x0 - ioctl[SIOCSIWAUTH]: No such device WEXT auth param 4 value 0x0 - ioctl[SIOCSIWAP]: No such device ioctl[SIOCGIFFLAGS]: No such device # In dmesg we get: <4>[18300.494065] dhd_oob_enable_intr : enable <4>[18305.019976] dhd_net_start failed bus is not ready <4>[18305.020278] dhdsdio_probe: dhd_net_start failed! Do I need to specify the firmware with insmod? Why are we trying to control the interface manually instead of through the Android API? The Android API doesn't support ad-hoc connections as far as I can tell. The card, I am sure, most certainly can.

    Read the article

  • How do I check user's unlocked achievement and leaderboard scores via GPG plugin

    - by noob
    I need to load user's achievement and their scores from leaderboard in my game. But the Social.LoadScore() and Social.LoadAchievements() both returns a 0 size array in callback. When I checked the implementation in Google Play Gaming's PlayGamePlatform.cs, both the method has this summary - Not implemented yet. Calls the callback with an empty list. So my question is How do I get this data in Unity? Has anyone tried any other method to get the data?

    Read the article

  • Where are all the tutorials for libGDX?

    - by BluFire
    I've searched online for help and tutorials on LibGDX but I couldn't really find any, except and the wiki for asking questions on stackexchange. Besides the source (demos) and wiki, is there any other tutorials online that's hidden or indirect? From what I read, there isn't much documentation for LibGDX, so there's only two options I see Give up move to a different framework. Ask people a lot of questions.

    Read the article

  • Digital Blue Digital Movie Creator 3.0 driver

    - by user27977
    I'm having a complete 'mare of a time trying to use my schools Digital Blue cameras. We've got the model 3 ones, but can't find the driver disc and using the Windows Hardware Installation Wizard gets me no where! Can you help me to find the driver? When I've used it at my old school it had a piece of software called the Digital Movie Creator, which I've heard you can use to make stop-motion films, which is what I want to do! This is what it looks like http://www.amazon.co.uk/Digital-Movie-Creator-1GB-Card/dp/B000LP30LA/ref=sr_1_2?ie=UTF8&s=software&qid=1265928833&sr=1-2

    Read the article

  • Quaternion Camera

    - by Alex_Hyzer_Kenoyer
    Can someone help me figure out how to use a Quaternion with the PerspectiveCamera in libGDX or in general? I am trying to rotate my camera around a sphere that is being drawn at (0,0,0). I am not sure how to go about setting up the quaternion correctly, manipulating it, and then applying it to the camera. Edit: Here is what I have tried to do so far. // This is how I set it up Quaternion orientation = new Quaternion(); orientation.setFromAxis(Vector3.Y, 45); // This is how I am trying to update the rotations public void rotateX(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.X, amount); orientation.mul(temp); } public void rotateY(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.Y, amount); orientation.mul(temp); } public void updateCamera() { // This is where I am unsure how to apply the rotations to the camera // I think I should update the view and projection matrices? camera.view.mul(orientation); ... }

    Read the article

  • Least CPU intensive way of streaming your screen on windows?

    - by sinni800
    Hello, sometimes I like capturing my screen for others to see. Only thing: I am playing games while I do it. I have tried a few streaming solutions where Windows Media Encoder coupled with my own Windows server appealed to me most, because I can change resolutions, etc. I also tried ustream coupled with the Flash applet and the Adobe Flash Encoder recording a Camtasia source. Camtasia has the disadvantage though that it shows the green-and-black-alternating borders and can not be targeted fullscreen. I like how xfire does it. But it doesn't work with every game, many are simply not supported. A few thoughts about this: Is there a program which captures like Fraps or XFire (based on Direct3D and OpenGL outputs) and exposes the output to a DirectShow source filter? Which brings me to: Is there hardware accelerated capturing directly from the graphics card? Maybe including direct encoding with help from OpenCL? Modern graphic cards decode BluRay content directly for example. I should have a modern enough graphics processor for this to be possible (see below). If using Windows Media Encoder: Which are the least CPU intensive settings? Which codec? Is there a newer codec than Windows Media 9? Is it less CPU intensive? I only have 7, 8 and 9 inside the Encoder Could the performance be massively increased by having a Quad-Core CPU (see below)? Bandwidth is no problem up to 1000 to 1500 kbit/s (I have 2048). My Computer specs: Intel Core 2 Duo E8400 4 GB DDR2-800 Ram Ati Radeon HD5770 Using Windows 7 Professional

    Read the article

  • Cheapest dedicated PhysX card?

    - by davr
    Say I have a nice powerful ATI Radeon GPU but I would like to have PhysX support as well. What is the cheapest NVidia GPU I can buy to add on to my system that will support PhysX? (I already know about the driver hacks required to get both cards running at once)

    Read the article

  • How to tilt a rigid LCD Wall Mount?

    - by benoror
    I recently bought a Wall Mount for my 24" LCD TV, it is just a few feet above my workspace desktop, but I need it to be a little bit tilted because I'm quite near the screen. I can't afford another wall-mount device, any ideas ? Description of the mount: http://bit.ly/cfyrEG

    Read the article

  • hosting environment for delivering FLVs

    - by Gotys
    What would be the ideal hardware setup for pushing lots of bandwith on a tube site? We have ever-expanding cloud storage where users upload the movies, then we have these web-delivery machines which cache the FLV files on its local harddrives and deliver them to users. Each cache machine can deliver 1200 mbits/s , if it has SAS 8 harddrives. Such a cache machine costs us $550/month for 8x160gb -- so each machine can cache only 160GB at any given time. If we want to cache more then 160gb , we need to add another machine..another $550/month..etc. This is very un-economical so I am wondering if we have any experts here who can figure out a better setup. I've been looking into "gluster FS", but I am not sure if this thing can push a lot of bandwith. Any ideas highly appreciated. Thank you!

    Read the article

  • .vob to h.264 MP4 Files - Worth The Effort?

    - by harper89
    When I was doing the converting to digital format a while back I chose .VOB due to no quality loss. However recently I have been informed of this h.264 compression method. Time is not an issue here, I don't mind waiting for conversions etc. I also understand that any sort of compression will reduce quality. To test I converted a 4GB .VOB to a .mp4 using h264 in handbrake and the quality loss was very very very hard to notice. From what I have understood through research Space = .mp4(h.264) Quality = .Vob Playback = Both equally supported? But these concerns have yet to be answered: My comparison was done on a computer monitor, would the quality loss be substantially noticable if I purchased a 50 inch TV in the future? Is this type of file highly supported? (I don't want to experience incompatible players) What other issues could a conversion of files such as this cause in the future?

    Read the article

  • how to develop a common pool of functions?

    - by user975234
    I need to develop an application which runs on the web as well as on mobile platform. I want to make something like a directory where i hold my common functions in respect to web and mobile platform. This is the diagram which describes what i exactly want: I just want to know how do i implement this thing? If you can help me with the technical details that would be great! P.S: I am new to web app and stuff!

    Read the article

  • Resolution independent physics

    - by user46877
    I'm making a game like Doodlejump but don't know how to make the physics scale on multiple resolutions. I also can't find anything related to this on Google. Right now I'm scaling the game using letterboxing and tested scaling the jump height with this code: gravity = graphics.getHeight() * 0.001f; jumpVel = graphics.getHeight() * -0.04f; ... velY += gravity; y += velY; But if I test this on my smartphone or emulator with different resolutions, I always get a slightly different jump height. I know that Farseer is resolution independent. How can I replicate this in my game? Thanks in advance.

    Read the article

  • iPack -The iOS Application Packager

    - by user13277780
    iOS applications are distributed in .ipa archive files. These files are regular zip files which contain application resources and executable-s. To protect them from unauthorized modifications and to provide identification of their sources, the content of the archives is signed. The signature is included in the application executable of an.ipa archive and protects the executable file itself and the associated resource files. Apple provides native Mac OS tools for signing iOS executable-s (which are actually generic Mach-O code signing tools), but these tools are not generally available on other platforms. To provide a multi-platform development environment for JavaFX based iOS applications, we ported iOS signing and packaging to Java and created a dedicated ipack tool for it. The iPack tool can be used as a last step of creating .ipa package on various operating systems. Prototype has been tested by creating a final distributable for JavaFX application that runs on iPad, all done on Windows 7. Source Code The source code of iPac tool is in OpenJFX project repository. You can find it in: <openjfx root>/rt/tools/ios/Maven/ipack To build the iPack tool use: rt/tools/ios/Maven/ipack$ mvn package After building, you can run the tool: java -jar <path to ipack.jar> <arguments>  Signing keystore The tool uses a java key store to read the signing certificate and the associated private key. To prepare such keystore users can use keytool from JDK. One possible scenario is to import an existing private key and the certificate from a key store used on Mac OS: To list the content of an existing key store and identify the source alias: keytool -list -keystore <src keystore>.p12 -storetype pkcs12 -storepass <src keystore password> To create Java key store and import the private key with its certificate to the keys store: keytool -importkeystore \ -destkeystore <dst keystore> -deststorepass <dst keystore password> \ -srckeystore <src keystore>.p12 -srcstorepass <src keystore password> -srcstoretype pkcs12 \ -srcalias <src alias> -destalias <dst alias> -destkeypass <dst key password> Another scenario would be to generate a private / public key pair directly in a Java key store and create a certificate request from it. After sending the request to Apple one can then import the certificate response back to the Java key store and complete the signing certificate entry. In both scenarios the resulting alias in the Java key store will contain only a single (leaf) certificate. This can be verified with the following command: keytool -list -v -keystore <ipack keystore> -storepass <keystore password> When looking at the Certificate chain length entry, the number next to it is 1. When an executable file is signed on Mac OS, the resulting signature (in CMS format) includes the whole certificate chain up to the Apple Root CA. The ipack tool includes only the chain which is stored under the alias specified on the command line. So to have the whole chain in the signature we need to replace the single certificate entry under the alias with the corresponding full certificate chain. To do that we need first to create the chain in a separate file. It is easy to create such chain when working with certificates in Base-64 encoded PEM format. A certificate chain can be created by concatenating PEM certificates, which should form the chain, into a single file. For iOS signing we need the following certificates in our chain: Apple Root CA Apple Worldwide Developer Relations CA Our signing leaf certificate To convert a certificate from the binary DER format (.der, .cer) to PEM format: keytool -importcert -noprompt -keystore temp.ks -storepass temppwd -alias tempcert -file <certificate>.cer keytool -exportcert -keystore temp.ks -storepass temppwd -alias tempcert -rfc -file <certificate>.pem To export the signing certificate into PEM format: keytool -exportcert -keystore <ipack keystore> -storepass <keystore password> -alias <signing alias> -rfc -file SigningCert.pem After constructing a chain from AppleIncRootCertificate.pem, AppleWWDRCA.pem andSigningCert.pem, it can be imported back into the keystore with: keytool -importcert -noprompt -keystore <ipack keystore> -storepass <keystore password> -alias <signing alias> -keypass <key password> -file SigningCertChain.pem To summarize, the following example shows the full certificate chain replacement process: keytool -importcert -noprompt -keystore temp.ks -storepass temppwd -alias tempcert1 -file AppleIncRootCertificate.cer keytool -exportcert -keystore temp.ks -storepass temppwd -alias tempcert1 -rfc -file AppleIncRootCertificate.pem keytool -importcert -noprompt -keystore temp.ks -storepass temppwd -alias tempcert2 -file AppleWWDRCA.cer keytool -exportcert -keystore temp.ks -storepass temppwd -alias tempcert2 -rfc -file AppleWWDRCA.pem keytool -exportcert -keystore ipack.ks -storepass keystorepwd -alias mycert -rfc -file SigningCert.pem cat SigningCert.pem AppleWWDRCA.pem AppleIncRootCertificate.pem >SigningCertChain.pem keytool -importcert -noprompt -keystore ipack.ks -storepass keystorepwd -alias mycert -keypass keypwd -file SigningCertChain.pem keytool -list -v -keystore ipack.ks -storepass keystorepwd Usage When the ipack tool is started with no arguments it prints the following usage information: -appname MyApplication -appid com.myorg.MyApplication     Usage: ipack <archive> <signing opts> <application opts> [ <application opts> ... ] Signing options: -keystore <keystore> keystore to use for signing -storepass <password> keystore password -alias <alias> alias for the signing certificate chain and the associated private key -keypass <password> password for the private key Application options: -basedir <directory> base directory from which to derive relative paths -appdir <directory> directory with the application executable and resources -appname <file> name of the application executable -appid <id> application identifier Example: ipack MyApplication.ipa -keystore ipack.ks -storepass keystorepwd -alias mycert -keypass keypwd -basedir mysources/MyApplication/dist -appdir Payload/MyApplication.app -appname MyApplication -appid com.myorg.MyApplication    

    Read the article

  • ffserver - streaming problem transcodation for input

    - by zozo
    Good day to all. I have a little problem. I'm trying to stream something from a cam to a server and then forward to... somewhere (it will be a site or something). On the computer that I have the cam connected to I use vlc to stream it to the server and there I try to get the stream as an input for a ffserver. The problem is that ffserver doesn't detect the input (regardless of the protocol I use (udp, rtp, etc.)). I suspect a transcoding problem or something like that but I can't find any documentation about that so... Does any1 know what transcodation I should use? Thank you for help and have a great day.

    Read the article

  • Are there any good apps for managing vCard vcf files?

    - by Lunatik
    I've just got an Android handset and the import of the SIM contacts from my old phone has left them in a mess; lack of capitalisation, funny character substitutions, odd delimiters etc. I have exported the contacts list as a vcf and while I could manually edit this file, I was really after a desktop app that could do formatting, search & replace etc. There are Android apps that do this but, as much as I like the phone's UI, the prospect of sorting hundreds of contacts via it doesn't exactly fill me with joy. A quick Google just threw up lots of questionable download sites, hoping someone can suggest a lightweight alternative

    Read the article

  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

    Read the article

  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

    Read the article

  • Capture live streaming

    - by acidzombie24
    I want to capture a rtmp stream. The videos are live, different every day and usually i cant tune in because i am busy at work doing something :(. I would like to capture the stream however they use anti capturing techniques (its live and free so i dont understand why). I tried orbit downloader without any luck. The url seems kind of weird (judging by grab++). It has || in it and other urls. What applications can i use to capture this? i am open to using linux

    Read the article

  • How Can I Edit a DVD Already Burned to Disc?

    - by AJ
    I have been asked to edit a DVD - specifically doing the following: Add chapter markers Add chapter selection menu Combine two shorter discs into one I would like to know if there is software that can allow me to import a DVD, make these changes, and then create a new master DVD?

    Read the article

< Previous Page | 422 423 424 425 426 427 428 429 430 431 432 433  | Next Page >