Update README
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@@ -17,7 +17,7 @@ Frame timings and length of the video can be adjusted, too high frames per secon
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Faster render times (lower fps) are being adjusted for.
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Faster render times (lower fps) are being adjusted for.
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* How to use
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* How to use
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1. Convert a video to an ASCII file, using =video-to-ascii.py=
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1. Convert a video to an ASCII file, using =video-to-asciiy=
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2. Adjust frame timing in the main program (draw time per picture, width, height, total frames)
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2. Adjust frame timing in the main program (draw time per picture, width, height, total frames)
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3. Flash and enjoy!
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3. Flash and enjoy!
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@@ -29,11 +29,9 @@ The screen renders video through ASCII characters. It takes in a long text file,
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If these parameters don't match up, the end result won't either.
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If these parameters don't match up, the end result won't either.
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* Dependencies
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* Dependencies
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The =video-to-ascii.py= conversion script uses [[https://github.com/ivanl-exe/image-to-ascii/][image-to-ascii]] for the conversion in the background.
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It is assumed to be located on the same height as this project and that it is build in release-mode (due to performance).
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=video-to-ascii= needs ffmpeg-libraries, which (on rpm-based distros) can be installed via =dnf install ffmpeg-devel=.
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=video-to-ascii= needs ffmpeg-libraries, which (on rpm-based distros) can be installed via =dnf install ffmpeg-devel=.
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* TODO
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* TODO
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- [X] Fix timing in draw (still a tiny bit off, but it's fine)
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- [X] Fix timing in draw (still a tiny bit off, but it's fine)
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- [ ] Rewrite ASCII conversion in Rust or Haskell (with an own implementation of =ascii-to-text=)
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- [X] Rewrite ASCII conversion in Rust or Haskell (with an own implementation of =ascii-to-text=)
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- [ ] Optimize =video-to-ascii= conversion speed
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@@ -98,7 +98,7 @@ fn main() -> ! {
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index = (index + IMAGE_LEN) % IMAGE_END;
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index = (index + IMAGE_LEN) % IMAGE_END;
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// adjust for desired framerate
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// adjust for desired framerate
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// WARNING: don't do anything after elapsed() has been calculated,
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// WARNING: don't do anything after ms_per_draw has been calculated,
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// otherwise it will delay the frame being drawn, which will
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// otherwise it will delay the frame being drawn, which will
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// knock it off sync
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// knock it off sync
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// It's still a tiny, wheensy bit off, but it's fine
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// It's still a tiny, wheensy bit off, but it's fine
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