D3DVP | Direct3D 11 Video Processing Avisynth/AviUtl Filter | Video Utils library

 by   nekopanda C++ Version: 0.2.5 License: No License

kandi X-RAY | D3DVP Summary

kandi X-RAY | D3DVP Summary

D3DVP is a C++ library typically used in Video, Video Utils applications. D3DVP has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Direct3D 11 Video Processing Avisynth/AviUtl Filter. Direct3D 11 の Video API を使ったインタレ解除フィルタです。 お持ちのGPUのドライバがちゃんと実装されていれば、GPUでインタレ解除できます。.
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            kandi-support Support

              D3DVP has a low active ecosystem.
              It has 7 star(s) with 4 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              D3DVP has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of D3DVP is 0.2.5

            kandi-Quality Quality

              D3DVP has 0 bugs and 0 code smells.

            kandi-Security Security

              D3DVP has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              D3DVP code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              D3DVP does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              D3DVP releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            D3DVP Key Features

            No Key Features are available at this moment for D3DVP.

            D3DVP Examples and Code Snippets

            Avisynth版,関数
            C++dot img1Lines of Code : 92dot img1no licencesLicense : No License
            copy iconCopy
            mode:
            	インタレ解除モード
            	- 0: 同じFPSで出力(half rate)
            	- 1: 2倍FPSで出力(normal rate)
            	デフォルト: 1
            
            order:
            	フィールドオーダー
            	- -1: Avisynthのparityを使用
            	-  0: bottom field first (bff)
            	-  1: top field first (tff)
            	デフォルト: -1
            
            width:
            	出力画像の幅
            	0の場合はリサイズしない
            	デフォルト: 0
            
            height:
            	出力  
            Avisynth版,サンプルスクリプト
            C++dot img2Lines of Code : 15dot img2no licencesLicense : No License
            copy iconCopy
            # 普通にインタレ解除
            srcfile="..."
            LWLibavVideoSource(srcfile)
            D3DVP()
            
            # IntelとNVIDIAとRadeonのインタレ解除を比較
            srcfile="..."
            LWLibavVideoSource(srcfile)
            intel = D3DVP(device="Intel",border="blank",adjust=1)
            nvidia = D3DVP(device="NVIDIA",border="blank",adjust=1)
            rad  

            Community Discussions

            Trending Discussions on D3DVP

            QUESTION

            C++ Depth Buffer Oculus Rift DK2 VR HMD
            Asked 2018-Mar-24 at 07:02

            This is a question for anybody experienced with the Oculus Rift C++ SDK.

            SDK Version: ovr_sdk_win_1.20.0_public

            IDE: VS2013

            I am trying to resolve a depth buffer problem in my code for a simplified 3D engine for the Oculus Rift DK2.

            The OculusRoomTiny example supplied with the SDK is very complex as it is designed with versatility in mind. So, I've taken the SuperMinimal Sample code and used that as a basis for my engine. The SuperMinimal Sample did did not support multi-colour vertexes or depth buffers. So my code includes both.

            I've had no problem creating depth buffers using Microsoft DirectX-11 libraries on PC apps so think it's an Oculus specific challenge. Note: the OculusRoomTiny example depth buffer works fine but is encapsulated in classes too complex for my code.

            In my code, the Cube rendered as would be expected but inclusion of the Depth buffer only renders the world background colour.

            I ripped the depth buffer code from the OculusRoomTiny_Advanced demo and am sure I have integrated it religiously. I've posted my code for comment. Please note, it is super minimal and does not clean up the COM objects.

            Any advice would be welcome as I've been playing with the code now for 6 weeks!

            main.cpp ...

            ANSWER

            Answered 2018-Mar-24 at 07:02

            After much research I've found my own solution:

            The line

            Source https://stackoverflow.com/questions/49356433

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install D3DVP

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/nekopanda/D3DVP.git

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            gh repo clone nekopanda/D3DVP

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            git@github.com:nekopanda/D3DVP.git

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