From 16415b98a70518c35090508f9809c9a97ec1aef3 Mon Sep 17 00:00:00 2001 From: Good Guy Date: Sun, 20 Dec 2020 12:54:05 -0700 Subject: [PATCH] Andreas's last index entries; some minor fixes from Phyllis; rename index.png to index-01.png --- images/index-01.png | Bin 0 -> 20486 bytes parts/Attributes.tex | 2 +- parts/AuxilaryPrograms.tex | 3 +++ parts/Configuration.tex | 18 +++++++++--------- parts/DVD.tex | 3 +++ parts/Developer.tex | 8 ++++++++ parts/Plugins.tex | 3 ++- parts/Quickstart.tex | 2 ++ parts/Shortcuts.tex | 2 +- parts/Stuff.tex | 8 ++++++++ parts/Tips.tex | 15 +++++++++++++++ parts/Translations.tex | 2 +- parts/Trouble.tex | 14 ++++++++++---- parts/Windows.tex | 6 +++--- 14 files changed, 66 insertions(+), 20 deletions(-) create mode 100644 images/index-01.png diff --git a/images/index-01.png b/images/index-01.png new file mode 100644 index 0000000000000000000000000000000000000000..5dff752a3de011a6db1461826db12aab1d264646 GIT binary patch literal 20486 zcmbrm1yI~go9_Jwf=eI-3GObzEx5b8B@o=*-Gc{r2=4CgF2UX1-Q`U3oIT&!ec!FK zRo_%GbWPRtboaE}*VVs!LgZvb5#g}l002M~7ZXwd00>o3IU5EX^n4&`#{&8XYb~a3 z2LQ;apg#w&LL1v?03ZOwh4_`6b&gkDw4_$Bfpa4bQVC;vw1w(cF)E#5vxgfE1%Uvu zNs%8a!rm#q9&;u@Nf@@b$4wlva1DmX`ld zOAZM+uU&k&5z4!oT2&-_&93x_bhedQlw{>&$=!=n!e18i4l)^{a_{_U4*(b)j_6RmZt#Vf`` z-p1pS$IM)rdN_P5-Q4imeQ_KPaDknjmK+YlS#XGQFzeQGJk+94r`N$QVmWY+t~BAPwod@ zUG^0AHVO+$Lz4EfVM$TYqO?ipx&gwjMmspB@L>cQxfx} ztGf0Ci@z<|e|Of68J%OKDCO_+(rjFMqZKF`4UPOkXN(-1V!6pFzsoOUCd6d9;B|-d zSsq8Mh)zn@BSCJEnpJOPWX4f~iWqlPwzd2naF2DkyUFYN_VXcr>6a9afCK{+*GY5ocrIq_4jTTWwi5 zZub=t0c(WRrk8>(0TN<^QTJVQR91EoOR{=0!pG%>CMvv zACohY0;wdJbFb!1MDG(C;4P_Sa@3Y)ilvhBYZgDE2m&Yw;ck5EyU(UJO164pGuiV4 zU(Dp#Rk?yvv^(Q)6Pi?Hh?mfZ@X-41(?8(H;(T_-VD-k=)v?9$2~!q1e` zyD;a1MlH?uWIN4VLlR-do1-{hBC2RLb@gZ|Rv(N{pTD8GKU)v8;%hXVmECvkALHqv zgE!AHBgf1Jq;E#;!s-P=+k)m=@?=wHs)v-Xn^A4Q6?pdBaST8zu zqStNpOp+VG^!qbeuBY6c(C0DlZgHnH>VK9T!+C>2K>tjJbM6brmH{^v5~G;f!mJrF zqObY{4>XX;;EqGazAx{B^)qy+WDx(jj>X}wX7-8nsxK?%tk|W$gnOgXL}Bgm-VT~B zpQYyX%oF!mN80qz2>2uo-~IN&BIG^#)ode_3CS%L*Igew#OFo*tS)G0yU~L~iBBQ21KZ66G0>KFx&?m(E)%?2nyq~+{D<= z4$Fy+(-{)o+Le3rk&kG(gE9S)ikP`oO8f?ew{Y!mbuMkh?q3l9?w92kE9&d@ap-9B z-|h(*80f^lVIiQRq8Ti|qo97Cgdu)ZB3*7BxON#Uu^BWuS!VYsXQiZ2IM4X>Hm}jL zR6*{4vemhgskl;1D~8aThUtp!?We0CKkOb9(PeuTCwo1Xi%R^@+VDBk!ML}$v9T#+ zUQgtdti{)75Vt&~={xue6nNpI&B5frUhV!s4T4=-$F1!292HA1f*JRNM#8%uHOKkf zJ*^^rozm|SG-e+OR(oi754ol~18g$d(ni)3{F%Wo3cQ5y{?7z&=cfC`Ewe%{pN$kh ztqmym4d*0v0huKG8hm)+PS1~TQbq&k495f);xZbUJf#N5QC3x1qi~pS-6vlHM2@hjW8|VX@;WIuu>n;73U$Z{w2o z^n#E}$jSo8(Ik)IUV_3sbV#s-#QRSJl5LircNSm(3{}b^9eNNwKXhap4Fmv4%$Bz5 z#I&%=E*h6#c@FPf<6oCp2Q~Hcig+BEGR6EXshKYEy>u;m{Uu0FA$Bn(A=ql!$2vDH z>o|0*&e(zBa4v$Q5C8Wt;_a6m1P5ztv1Xu@T&Z~Uk|0JiLM$f87jahCZkX}f`X$^m z&{rbb9QN~7=U1DYL09mG*PtDnQf%x;gMhV$3$pEAa=@Fvx|DVg;a9X3E<4)qM|PNS z9P9i0@3LGw%FV1TYxY#H&>oiS_07-$ovS*jQ+<*6q+HMRF8t|zm%qBMqs-o0K0xQk zGpPpto#(?*WRyk7!+#f>oa`Ob>_4Y?)*7Or&)+t;qWu3W{FZ%$w}p9;l2kE94n=;{ ze^_gfCXRQ&3Q+?sv_!~Xctib1G?g$}yc4E^5E@R~)+-9I0tG>xG{}Vhub-cvJ@Tc~ zs0ayVvgLUV3`B+7i;IiNp+Esg{a5s0WC1S(8JV&0$D`T(vdyh6GfEm-YA%o6WyJO+ z1W@y@E&jwA6B$0CF<0}^fi>SndxZXZ;aulcvb!t;9EF58~4 zgoqDf9ZF6o&=BE)cFyB(=)tZbKE*9M#~DjOYR^peZc{5d-?*R-Qep3A(M=Z8jXxoy zp{!n>C7mb*u4gP%>WK1Xwx1TEA%=&m)N%dz5&Fp~Eb5 zGYn?}YqKAQy?iaLnwF@Ka{}l39aPG5-vSrTA2)A7wamTyD^H!Tp%6^jl{y|Wn( zO`Hu88DO%k4!E=(6qb*)<0?J^j|jRO&T3wD2y+R}Z{0GdR&5i2w^c)5oyC!1B+72t z{q^nYg`iP)yBt{0oOV+-PRmQLm_D~MC7o@LdjEbfgb&%g!~qa7Z|%Xm^Of&u#v?o!K^1_$rzf(N2*Gj-dJ7 zs!hSBBn)|PZrnz;^}P$va3Qo@4J=1xiS95g&|>#8cP_#p7=ZA!{}`^hr&mx+(yNH$ zRNrX3{xQX*!C|UhaR(}jiiaFJect6+8TJU>N6_`uP_z4Ci{wdgCSjz0&*`*{cjO>q z=bbm~t2{bD>Ins}4d$)FFC#5Y%8YbkkKh1p!@vLx43Cqa8jFzafqDBkI1A`~u)!CA zsl43k18)v0Xuv$s*RtQ38!F<2n{K({w&ggaX4oI^?(Ds3)_q71kd#+uIJr3j2@A~1 zMPq?3%BvfZC!OxMmr~05EW;0=!>$=u{G*VQ;+@@Y(Cm(-w`dX;e zAl6PKbni{}N$u5qkNcYSo+H%n%Q2#gN%`82VnM^x`rA*Fh2`+ zetRgL#sQ6HnMKpx(9;JvzJXH%Q9Xj){hyRSBoxt`JVD~=^waIQfG*UN?nQ+T<1ZF@ zgC&M(T2oUqFg~Rk2gh{pbh6p$&8P36b>d)66BS)h*YDDM{_?xKCPC)oE{(L?w#&WL zcLqe@UbM7kxym;Aos*5k`a#qzbC9Btx>d|;OUUH2!-L7j9QPQMp;C7y$I}?*lnmAh z3>6fCxCzde>dnw8k%WpLv)#KK@8&5XytU8Q9BcWJOz8#>%i6A1%h+1gCq7K$3>U$! 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The standard build sequence of [source, config, build] is used to prepare thirdparty products as static libraries. Build package dependency can be specified in the Makefile std-build macro call. These Makefile macro calls define the rules used for each thirdparty build. The expanded rule definitions may be viewed by using: @@ -323,6 +326,7 @@ The rule targets create the set of thirdparty packages which are built from loca \section{Using the very latest Libraries} \label{sec:latest_libraries} +\index{build!use latest library} Using the most current libraries can be a challenge for some of the Operating System distros that use stable compilers, assemblers, and their own libraries. Because they are stable, they frequently do @@ -418,6 +422,7 @@ Look into opencv4/opencv2/core/types.hpp:711;27 \section{Find Lock Problems with Booby Trap} \label{sec:find_lock_problems_booby_trap} +\index{build!booby trap} A Booby Trap is used in \CGG{} for setting a trap to catch lock problems that might have been missed. It will trap boobies only if compile by adding \textit{-{}-with-booby} on the configuration command line. This is the default if you compile using \texttt{./bld.sh} from the GIT repository. It should not interfere with normal execution. @@ -463,6 +468,7 @@ It comes back with the routine as: \section{Valgrind Support Level} \label{sec:valgrind_support_level} +\index{build!valgrind} Valgrind is a memory mis-management detector. It shows you memory leaks, deallocation errors, mismanaged threads, rogue reads/writes, etc. \CGG{} memory management is designed to work with Valgrind detection methods. This assists in developing reliable code. Use of Valgrind points out problems so that they can be fixed. For example, when this version of \CGG{} shuts down, it deallocates memory instead of just stopping, thus making memory leak detection possible. @@ -494,6 +500,7 @@ When compiling \CGG{} Infinity a CFLAGS option used is \textit{Wall} where the " \section{Prof2 -- A Profiler} \label{sec:prof2_profiler} +\index{build!prof2} Frequently there is a problem with a program running slow and you do not know why. You need a thumbnail analysis of where the program is spending most of its time without all of the overwhelming details. This is when a Profiler comes in handy. @@ -645,6 +652,7 @@ So why use a Profiler? Because it is the ``ls'' for executable functions!! \section{How to Create a new Theme} \label{sec:how_create_theme} +\index{theme!create new theme} A \textit{Theme} is a base class object that is created and customized as \textit{ThemeName}. It is constructed during program initialization in a theme plugin diff --git a/parts/Plugins.tex b/parts/Plugins.tex index 036bd1b..c92243a 100644 --- a/parts/Plugins.tex +++ b/parts/Plugins.tex @@ -4286,10 +4286,11 @@ The following is a list of the integrated video plug-ins. \item [F\_sierpinski]~\\Generate a Sierpinski carpet/triangle fractal, and randomly pan around. \item [F\_signalstats]~\\Separates statistics from video analysis. +\index{over sharpened footage} \item [F\_smartblur]~\\Blurs the input video without impacting the outlines. Through the settings you can select the radius, the strength and the threshold of luma and chroma. This plugin can be used to correct - over-sharpened footage. For example, on a DJI 3840x2160 D-cinelike footage using + over sharpened footage. For example, on a DJI 3840x2160 D-cinelike footage using these settings: \begin{itemize} \item luma radius: 3.247993 diff --git a/parts/Quickstart.tex b/parts/Quickstart.tex index 379d4e0..e81a02c 100644 --- a/parts/Quickstart.tex +++ b/parts/Quickstart.tex @@ -3,6 +3,7 @@ \section{\CGG{} Quick Start Guide}% \label{sec:cin_quick_start_guide} +\index{quickstart guide} \CGG{} is a software program NLE, Non-Linear Editor, that provides a way to edit, record, and play audio or video media on Linux. It can also be used to color correction, retouch photos, motion tracking, watch TV, and create DVDs. @@ -268,6 +269,7 @@ The file you created in the Render step should now be playable. You can test th \section{YouTube with \CGG{}}% \label{sec:youtube_with_cinelerra} +\index{rendering!youtube preset} To create a youtube or dailymotion video, you can easily follow the steps below. You will have to learn a lot more about \CGG{} to take full advantage of its capabilities and make some really special videos, but this is just to get a start and to see the possibilities. diff --git a/parts/Shortcuts.tex b/parts/Shortcuts.tex index 9b82e92..393aea0 100644 --- a/parts/Shortcuts.tex +++ b/parts/Shortcuts.tex @@ -574,7 +574,7 @@ The Main window (also called the program window) consists of pulldown menus, but \subsection*{Other Buttons }% \label{ssec:other_buttons} -\index{shortcuts!other windows} buttons +\index{shortcuts!other windows buttons} \begin{longtable}[h]{>{\bfseries}p{0.15\textwidth-2\tabcolsep}p{0.25\textwidth-2\tabcolsep}p{0.2\textwidth-2\tabcolsep}p{0.4\textwidth-2\tabcolsep}} \toprule diff --git a/parts/Stuff.tex b/parts/Stuff.tex index f89e3f0..da8b241 100644 --- a/parts/Stuff.tex +++ b/parts/Stuff.tex @@ -5,6 +5,7 @@ This section describes in detail some areas of \CGG{} to help explain how things \section{Copy/Paste and Highlight Usage}% \label{sec:copy_paste_highlight_usage} +\index{copy/paste} There are 3 types of copy/cut and paste methods which exist in X windows, and most modern programs use 2 of them. The 3 cases are: @@ -52,6 +53,7 @@ When a text selection is set, the selected text is redrawn using selected-highli \subsection{Playing/Seeking}% \label{sub:playing_seeking} +\index{seek!playing} \textit{Seeking} targets and displays the next frame. The next frame is targeted because frame zero has no previous. When you seek, you reposition to just before the target frame, and since the play direction has not been established (there is no direction when seeking) it shows you the next frame. This produces the expected behavior when you seek to frame zero; you see the first frame. Seeking displays in the compositor what you are getting ready to work with/edit/etc; always showing the next frame in relation to the cursor. Technically, since seeking just resets the position, it would be correct not to update the compositor, but it is best to seek and show the next frame to confirm that it is the frame you expected to see. @@ -90,6 +92,7 @@ To recap, position is usually set in the program as a location that is between a \subsection{Always Show Next Frame}% \label{sub:always_show_next_frame} +\index{always show next frame} Since some users prefer the insertion pointer to reflect the same as the Compositor a choice is available. For playing forward, there is a preference option which results in what looks like 1 was added to the frame displayed in the Compositor window. To enable this mode, check the box \texttt{Always show next frame}, and this will be saved to \texttt{.bcast5}. The option checkbox is in the \texttt{Settings $\rightarrow$ Preferences $\rightarrow$ Appearance} tab and when checked, any forward \textit{plays} in the Compositor window show the same frame as you would with a seek. Reverse plays and plays using a selection or In/Out pointers (with Ctrl) work the same as without this preference set. But you will no longer see the odd behavior where if you frame advance forward and then frame advance backward, the displayed frame does not change -- instead it will change and look more natural. A color indicator that shows in the main track canvas timeline and the compositor timeline reminds the user which mode is currently active. The cursor in the compositor turns \textit{red} for default mode and \textit{white} for \textit{Always show next frame} mode. The top portion of the insertion cursor in the track canvas mirrors this, with red for default and white otherwise. @@ -128,11 +131,14 @@ Figure~\ref{fig:cursor02} using the \textit{Always show next frame} method where \subsection{Seeking Issues}% \label{sub:seeking_issue} +\index{seek!issue} If you have an issue playing a video and not seeing it in the Compositor (just see a black screen), it is most likely due to the media not being designed to be \textit{editable}. It is most likely not damaged. Generally it just does not have keyframes which are needed for seeking which is what is done when you move around the media and start playing in the middle. The media plays just fine in the compositor if you always play from the beginning because then you don’t need keyframes to seek. You can get around this problem if you proxy the media. A good choice to use for the proxy would be \textit{use scalar}, \textit{ffmpeg/mp4} and size of $\frac{1}{2}$. The proxied media can then seek and you will see it play in the compositor because keyframes exist. \section{Color Space and Color Range Affecting Playback}% \label{sec:color_space_range_playback} +\index{color!space} +\index{color!range} Playback \textit{single step} and \textit{plugins} cause the render to be in the session color model, while continuous playback with no plugins tries to use the file’s best color model for the display (for speed). This can create a visible effect of a switch in color in the Compositor, usually shown as grayish versus over-bright. @@ -162,6 +168,7 @@ There is now program code to look for RGB versus YUV color model mismatches. Yo \section{Automatic "Best Model" Media Load}% \label{sec:conform_the_project} +\index{color!model} When you load media with the insertion strategy of \textit{replace current project}, the program code will automatically use the "best model" for the render based on the media's codec. The best model is pretty much going to be what works well for television. This automation was added to facilitate easy use of @@ -205,6 +212,7 @@ This is \textit{simple} animation so you can expect speech synthesis not to be t \section{Textbox Non-std Character / Unicode Insertion}% \label{sec:textbox_non_std_character_unicode} +\index{unicode insertion} If you want to enter a special character -- like a bullet, an accent grave character, or a mathematical summation symbol -- you can use the unicode equivalent in a textbox to do so. In the textbox, keyin Ctrl-Shift-U which puts you into single character unicode mode, then keyin the numerical value for the intended single character followed by the carriage return. For a voluminous list of possible special characters, you can go to {\small \url{https://unicode-table.com/en/}} on the internet to choose by highlighting a character to get its numerical equivalence. For example, $U+2022$ is a bullet. If you make a mistake, you can use the \textit{backspace} key or if you want to exit unicode-insert-mode, use the \textit{ESC} key. This feature is especially useful with the \textit{Title} plugin and for naming Tracks in the main window. diff --git a/parts/Tips.tex b/parts/Tips.tex index 0cbd57a..7d4ecce 100644 --- a/parts/Tips.tex +++ b/parts/Tips.tex @@ -22,6 +22,7 @@ Besides the above hardware recommendations, this section covers tips for perform \section{Hardware video acceleration}% \label{sec:hardware_video_acceleration} +\index{hardware!acceleration} With certain newer, more powerful graphics boards and newer device drivers, there is the potential for enhanced \textit{decode} and \textit{encode} performance. Decode refers to loading and playing video in \CGG{}. The GPU, Graphics Processing Unit, on the graphics board is accessed via one of the following libraries: vdpau or vaapi. The hardware acceleration done by the graphics card increases performance by activating certain functions in connection with a few of the FFmpeg decoders. This use makes it possible for the graphics card to decode video, thus offloading the CPU. Decode operations are described here next. Encode refers to rendering video and is described at the end of this section @@ -36,6 +37,7 @@ Currently only the most common codecs, such as MPEG-1, MPEG-2, MPEG-4, H.264 /MP \subsection{GPU hardware decoding}% \label{sub:gpu_hardware_decoding} +\index{hardware!decoding} \begin{enumerate} \item Verify that you have installed \textit{libva-dev} or \textit{libva} on your operating system. @@ -122,6 +124,7 @@ Using the GPU is going to react differently depending on your hardware, software \subsubsection*{Special .opts file}% \label{ssub:special_opts_file} +\index{hardware!special opts files} The situation may arise where you have enabled hardware acceleration and after loading several files for a project, you find that a file had some kind of error resulting in a black video instead of an image or you see an error message pop up which states something like \textit{Error retrieving data from GPU to CPU} or \textit{err: Unknown error occurred}. Because the \texttt{CIN\_HW\_DEV} environment variable is either all or none, ordinarily in order to correct the non-working video you would have to turn off hardware acceleration for the entire project/session. However, there is a way to continue working on your project without having to reload all of your files. You still use the environment variable and it will be effective for all of the formats it is able to handle, but you make an exception for any of the files that erred out. To do this you simply create a file in the same directory with the same name as the erring file with the different extension of .opts. The contents of this .opts file would just be the one line of: @@ -279,6 +282,7 @@ One last item of note, \textit{nvdec} is also enabled in the ffmpeg build, but a \subsection{GPU hardware encoding}% \label{sub:gpu_hardware_encoding} +\index{hardware!encoding} Encoding using hardware acceleration of your graphics board GPU is included in \CGG{} but it is of limited availability and works only @@ -290,6 +294,7 @@ developed by Nvidia for Nvidia graphics boards. \subsubsection*{Broadcom, Intel HD, AMD}% \label{ssub:broadcom_intel_amd} +\index{hardware!vaapi} To use hardware acceleration for rendering (that is, encoding) you do not have to set a preference or an environment variable, as was required for decoding. To use this feature you use an ffmpeg render options file which specifies a vaapi codec, such as h264\_vaapi. You must include this line in that options file to trigger the hardware probe: \qquad \texttt{CIN\_HW\_DEV=vaapi} @@ -333,6 +338,7 @@ using \texttt{ydiff} as described in the Appendix (\ref{sec:ydiff_check_results} \subsubsection*{Nvidia graphics boards}% \label{ssub:nvidia_graphics_card} +\index{hardware!nvenc} To use hardware acceleration for rendering (that is, encoding) you do not have to set a preference or an environment variable, as was required for decoding. To use this feature you use an ffmpeg render options file which specifies the nvenc codec, either \texttt{h264\_nvenc.mp4} or \texttt{nvenc.mp4}. There are several requirements in order for this to work on your computer as listed here: @@ -365,6 +371,8 @@ There is one last potentially significant graphics speedup when using the X11-Op \subsection{Effects (OpenCL, Cuda)}% \label{sub:effects_opencl_cuda} +\index{openCL} +\index{CUDA} CUDA® is a parallel computing platform / programming model developed by Nvidia that provides big increases in computing performance through use of the GPU. It was first introduced in about 2006 for applications in computationally intense fields such as astronomy, biology, chemistry, and physics. @@ -418,6 +426,7 @@ In wrapping up this Hardware Acceleration section, you may want to refer to the \section{Optimized Playback -- X11 Direct}% \label{sec:optimized_playback} +\index{playback -X11 direct} Normally, when \CGG{} reads a video frame, it is copied into a \textit{Vframe}. This frame may also need other actions performed on it, such as a color model change. In addition, ffmpeg and libzmpeg \textit{can\_scale\_input}. So the read can be color transformed and scaled just by asking the library to do that. This means that if the compositor is in a \textit{good} state with no zoom, the VFrame read can be done in the fastest render color model, and already scaled to the correct size for the compositor. In reality, this is not what you need for editing, but quite often the \textit{virtualconsole} is not used because the render is media only -- that is \textit{just data}. If no data transforms are needed and the input scaling can be done, the vrender program detects this, and tells the codec to transmit the data in a compatible way to the compositor canvas. This is the \textit{X11 direct} data path. @@ -436,6 +445,7 @@ Info on transcode in \nameref{sec:transcode} \section{Some Settings Parameter Values}% \label{sec:settings_parameter_values} +\index{cache} \texttt{Cache} in \texttt{Settings $\rightarrow$ Preferences, Performance} tab is used to store images on the timeline. One 1080p frame uses about 10 MB. The default setting is 256 and this is enough for testing and running. However, why not use more memory if it is available. To experiment for testing a good number tuned to the way you use your computer, set the cache to 0, start up \CGG{}, load a typical media file, play it and run \texttt{top} on the command line in another window to see how much memory is being used. In the \textit{top} display, look at \textit{free} memory. Whatever your computer is not using, is a good number to use for cache. If you start other programs, or change the design of the session so that it uses a lot of frame storage, you may need to experiment again later and resize accordingly. @@ -464,6 +474,7 @@ A list of items to check for smaller computers that will help to use less cpu/me \section{General Crash Handling Tips}% \label{sec:general_crash_tips} +\index{crash handling tips} This section is a handy guide for describing various kinds of software computer system failures. Only some of these various lockups or crashes can be dealt with. Hopefully, it will help to have some hints to know what kind of failure it is, or to save your work or to avoid future problems. For most of this, your user name must be root, although you can certainly try to see if it works for you when not root. @@ -545,6 +556,7 @@ To create a specific 440 Hz tone, follow these steps. You can vary the length, \subsection{Camera supplied LUTs}% \label{sub:camera_supplied_luts} +\index{LUT} A LUT, acronym for Look-Up Table, is a mathematically precise way of taking specific RGB image values from a source image and modifying them to new RGB values by changing the hue, saturation and brightness values of that source image. In other words, LUTs are used to map one color space to another. Some high-end cameras supply a .cube file to use as input. There are several different ffmpeg plugins included with CinGG for using Lut's. These are: @@ -560,6 +572,7 @@ For example, to use a 3dlut simply load your video, drop the F\_lut3d plugin on \subsection{Encoding into Dolby Pro Logic}% \label{sub:encoding_dolby_pro_logic} +\index{dolby pro logic} Dolby pro logic is an easy way to output 6 channel audio from a 2-channel soundcard with degraded but useful results. Rudimentary Dolby pro logic encoding can be achieved with usage of some effects. @@ -608,6 +621,7 @@ Use the Camera in the compositor to shift the picture up or down a line to remov \subsection{Remove Interlacing}% \label{sub:remove_interlacing} +\index{interlacing} Interlacing often exists on older video sources, such as camcorders, and was previously used in broadcast television. Playing this video results in jagged images on a computer monitor, but with \CGG{} you can use deinterlacing effects to solve this. After some experimentation, it has been determined that the FFmpeg \textit{F\_kerndeint} plugin seems to produce the best results with the least amount of fiddling. But some of the parameters described next are pertinent to other potential plugin usage. @@ -695,6 +709,7 @@ The resulting .mp3 file can be uploaded to a web server and then the phone's web \subsection{Time stretching audio}% \label{sub:time_stretching_audio} +\index{audio!time stretching} It may appear that time stretching audio is a matter of selecting a region of the audio tracks, enabling recording for the desired tracks, going to\texttt{ Audio $\rightarrow$ Render Effect}, and applying \textit{TimeStretch}. In actuality there are 3 audio effects for time stretching: Time Stretch, Resample, and Asset info dialog. diff --git a/parts/Translations.tex b/parts/Translations.tex index c723856..3354581 100644 --- a/parts/Translations.tex +++ b/parts/Translations.tex @@ -11,7 +11,7 @@ of updates, and date of last update as of this writing. French& fr.po& Updated often& Last update 2019 May\\ German& de.po& Updated often& Last update 2019 December\\ Russian& ru.po& Updated often& Last update 2019 October\\ - Spanish& es.po& Updated often& Last update 2020 February\\ + Spanish& es.po& Updated often& Last update 2020 October\\ \\ Basque& eu.po& From CV with Google Translate & Last update 2016 October\\ Italian&it.po& From CV with Google Translate & Last update 2016 October\\ diff --git a/parts/Trouble.tex b/parts/Trouble.tex index 2b95aa1..2ff131a 100644 --- a/parts/Trouble.tex +++ b/parts/Trouble.tex @@ -24,6 +24,7 @@ troubleshooting help is included in other sections of this manual for specific f \section{What to Include in Problem Reports}% \label{cha:include_in_problem_reports} +\index{report problem} For the best help, if you have a reproducible problem and can provide the following list of materials for analysis, it is usually possible to figure out what the problem is and how to fix it. It may be a simple usage or setup mistake or a real bug which a programmer would like to fix rather quickly. Although it is not always necessary to provide this @@ -56,6 +57,7 @@ It is better to upload any files to a drop site as some of them can be quite lar \section{Crash Dumps for Analysis}% \label{cha:crash_dumps_analysis} +\index{crash dumps} If you get a SEGV crash and can explain what steps you took, a \texttt{/tmp/cinelerra\_ .dmp} file is very useful for analysis. You can also use Ctrl-c in the controlling window to force an INTR signal interrupt when you think the program is hung up. You can only perform one Ctrl-c as the second Ctrl-c quits out of the program. It @@ -92,6 +94,8 @@ probability that the dump will prove useful, but if the problem can be recreated \section{When things go wrong}% \label{cha:when_things_go_wrong} +\index{problem FAQ} + Sometimes things go wrong and there are some ways to continue your work without much trouble. Below is a list of items to try before abandoning your session. @@ -134,10 +138,10 @@ On the \textit{File} pulldown, there is a \textit{Dumps} option with a submenu o the text results will be shown in that window. \begin{itemize}[nosep] -\item \textit{Dump EDL} will display your current EDL state on the screen in the window from where you started Cin. This can be useful to see information concerning a specific edit or a file path. -\item \textit{Dump Plugins} will show the names of the currently loaded plugins. -\item \textit{Dump Assets} displays the media assets that you have loaded and various pertinent details on each, such as samplerate, width, and height. -\item \textit{Dump Undo }will dump the last 32 edits on the undo stack exactly as kept, which can be useful if you are looking to see how far back in the undo to go to get to a specific spot. +\item \textit{Dump EDL} \index{EDL dump} will display your current EDL state on the screen in the window from where you started Cin. This can be useful to see information concerning a specific edit or a file path. +\item \textit{Dump Plugins} \index{plugins!dumps} will show the names of the currently loaded plugins. +\item \textit{Dump Assets} \index{asset!dump} displays the media assets that you have loaded and various pertinent details on each, such as samplerate, width, and height. +\item \textit{Dump Undo} \index{undo dump} will dump the last 32 edits on the undo stack exactly as kept, which can be useful if you are looking to see how far back in the undo to go to get to a specific spot. \end{itemize} \textbf{Common Problems} @@ -224,6 +228,7 @@ In the mask window, check the box \textit{Disable OpenGL masking} to use softwar \section{Menu Bar Shell Commands}% \label{menu_bar_shell_commands} +\index{shell commands} In order to provide some types of help, the Menu Bar Shell Commands are available for customization purposes (figure~\ref{fig:trouble-img001}). @@ -309,6 +314,7 @@ There are some Help features currently included in the Shell Cmds menu. Those av \section{\CGG{} Command Line -h}% \label{cha:cinelerra_command_line_-h} +\index{command line} To see the command line parameters available to use with \CGG{}, key in: diff --git a/parts/Windows.tex b/parts/Windows.tex index ea32d57..d20465b 100644 --- a/parts/Windows.tex +++ b/parts/Windows.tex @@ -421,7 +421,7 @@ disable the \emph{Edit labels} option under the \textit{Settings} pulldown. \subsection{Color Title Bars and Assets}% \label{sub:color_title_bars_and_assets} \index{bar color} -\index{asset color} +\index{asset!color} In order to visually aid in locating clips on the timeline that are from the same media file, you can have them auto-colored or self-colored. Auto-color is an automatic system to always color the files on the timeline when loaded. Self-color is a manual coloring requiring the user to take definitive action. @@ -1558,7 +1558,7 @@ Using the right mouse click to bring up a menu in the folder area \index{folders If you \textit{right mouse click on a highlighted/selected resource}, several options are available depending on whether the resource is an effect or transition or a piece of media. You can highlight several for some options so that it is applicable to all of them, such as Info. -Those listed immediately below are the available choices for media assets \index{asset RMB options}. +Those listed immediately below are the available choices for media assets \index{asset!RMB options}. \begin{description} @@ -1584,7 +1584,7 @@ For Clips \index{clip!RMB options}, \emph{Nest} and \emph{UnNest} as described e \subsection{Info Asset Details}% \label{sub:info_asset_details} -\index{asset info} +\index{asset!info} The asset \emph{Info} window also can be used to display detailed information about the selected/highlighted media file -- available for any loaded media of type mpeg or ffmpeg. This is extremely helpful in determining what type of media it is, size, resolution, format, and type/number of audio streams. It is especially useful for multiple program streams. You can have the info window popped on several of your assets simultaneously. -- 2.26.2