ithewei
ithewei
OK,I have translated the readme into English and added readme_cn for Chinese.
push_frame前处理就好了,已经是解码后的帧
The scaling of picture caused distortion, I changed GL_NEAEST => GL_LINEAR,this can help to reduce distortion, although it consumes more computing resources. See HGLWidget.cpp: ``` glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,...
ffplay uses ffmpeg and sdl,sdl uses d3d on Windows,OpenGL on Linux. OpenGL cross-platform, but d3d is more efficient on Windows. If set dst_pix_fmt = BGR24, sws_scale convert yuv -> rgb...
Set `draw_fps = false` when you test.
Maybe we can try to integrate SDL into hplayer, renderer is too complex.
Try hplayer.conf `renderer = sdl`
Add `HV_STATICLIB ` to precompiled macros to avoid hexport.h dllimport.
我仔细看了你的提交,非常的精彩,适配了udp connect和多线程收发一个udp端口,并且还添加了IpHash的负载均衡策略,看的出你对libhv掌握的很深。 但是我感觉这个PR不太适合合入主分支(目标适用人群很少,增加了代码复杂度),udp connect的方式不常用,另外udp和tcp不同,udp server只有一个fd,用一个IO线程专门收就够了,然后放入消息队列,用线程池去消费,这样的多线程模型更合理易懂些。
我就代码风格和命名上添加了一些评论,这个PR后续是否会合入还不确定,需要给出udp connect这种方式的优势和适用场景