godot ffmpeg plugin (made for barkvr) WIP
- C++ 54.1%
- Python 27.7%
- CMake 17.1%
- C 1.1%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
| .github | ||
| .vscode | ||
| bin | ||
| demo | ||
| doc_classes | ||
| godot-cpp@e83fd0904c | ||
| src | ||
| .clang-format | ||
| .editorconfig | ||
| .gdignore | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| build_profile.json | ||
| CMakeLists.txt | ||
| LICENSE | ||
| methods.py | ||
| README.md | ||
| SConstruct | ||
gdffmpeg
use ffmpeg from within godot!
Contents
- an example Godot project (
demo/) - godot-cpp as a submodule (
godot-cpp/) - TODO update github issues template
- GitHub CI/CD workflows to publish the library packages when creating a release (
.github/workflows/builds.yml)
build instructions
- make sure you got all the submodules
- when cloning use
git clone https://github.com/zodiepupper/gdffmpeg --recurse-submodules - or run
git submodule update --init --recursiveif you've already clones the repo
- when cloning use
- move into the ffmpeg folder
cd src/ffmpeg - run the configuration file with:
./configure --enable-pic --extra-ldexeflags=-pie- this ensures that the library is built with Position Independent Code enabled and an extra link flag to help force it to behave in some edge cases
- run
maketo build the ffmpeg libraries - move back to the root directory
cd ../.. - run scons to build the gdextension