[Bf-committers] GStreamer

Goat Man goatman.py at gmail.com
Wed Aug 26 02:02:33 CEST 2009


It sure would be nice to have streaming video textures in the editor (not
just the BGE), and support for web cameras.  If Blender integrates QT, make
sure its compatible with PyQT.  Iconv.dll thats ships with Blender2.49 is
not compatible with PyGTK.

On Wed, Aug 26, 2009 at 1:52 AM, Roger Wickes <rogerwickes at yahoo.com> wrote:

> I find this thread very timely. Presently I am working alot with VLC at the
> command line level, and it uses the same philosophy, in that you stream
> video/images through filters and processors, and then either save it in a
> file, or direct it to an udp: such as http: or mobile device or some other
> transport/viewer/broadcaster. I find this concept easy to understand since
> it is, in principle, the same as the channel layering in the sequencer,
> where you start with channel 1, mix 2, mix 3, etc., and in principle the
> same as nodes, where you work with streams of video to a final output
> solution.
>
> In addition to saving video in a file, would using GStreamer allow us to
> stream video out to other output solutions, like VST? In VST, you select a
> mux (container) and then appropriate video and audio codecs, just like
> FFMPeg. Does GStreamer work the same way?
>
>  ----------------
> Sent by Roger Wickes for intended recipient. If you are not the intended
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>
>
>
>
> ________________________________
> From: neXyon <nexyon at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Sent: Tuesday, August 25, 2009 1:14:13 PM
> Subject: [Bf-committers] GStreamer
>
> Greetings!
>
> Due to the latest discussion about ffmpeg also the question about
> alternatives came up and such I got to know that there has been a
> discussion about using GStreamer, but nobody can remember the exact
> reason why we finally didn't use it, so I started investigating a bit if
> we could use it.
>
> The design of GStreamer is basically that you put so called elements
> into a pipeline; example: filesource file.ogg -> oggdemuxer ->
> vorbisdecoder -> audioconverter -> audioresampler -> alsaoutput. So
> first I thought we have to write our own elements (which should be
> easily possible with the plugin system), but in the #gstreamer channel
> on IRC they told me that there are App* elements to let applications use
> GStreamer without having to write such, so the integration should be
> easily possible.
>
> About losing functionality or not if we use gst instead of ffmpeg, I
> found out that there is gst-ffmpeg, so if we include that with all
> plattforms, we have no loss of supported codecs.
>
> Moreover gst also supports QT and a hell lot of other libs (ogg,
> DirectShow (Windows), ...), so I would propose to use ffmpeg and QT
> through gst in case we decide to use gst, that would be a big advantage
> for the video code in blender as we'd have to maintain less. For example
> some ppl poked me about writing a backend for QT too for audaspace, if
> we'd have a gst backend, we could drop the ffmpeg and sndfile backend
> and I don't have to write the QT backend as we have all in one then via
> gst.
>
> I then asked questions concerning the deployment. It's clear that it
> should be possible to still have the blender zip run without the need of
> installing dependencies and according to the ppl in #gstreamer thats not
> a problem, it's even possible to link gst statically (they only told me
> that we have to take care about GPL compatibility of the stuff we link).
> The size of blender sholdn't grow to much too, as the core of gst is
> pretty small. It depends on how many plugins we ship and gst-ffmpeg for
> example shouldn't add to much, we currently ship the ffmpeg libs anyway.
>
> Let the discussion begin!
>
> Regards,
> Jörg
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