How to add 3D-Text to a video programmatically [closed] - opengl

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I'm looking for a fast, efficient solution to add text to a video. I tried the CLI from ffmpeg but I think it only lets me add 2D-Text. I want to be able to create Text and /or images and Rotate / Skew them in "3D-Space".
Is this possible via CLI of some video processing tools or do I have to get into OpenCV etc.?

Thank you all for your help.
I will go with this:
Create a Textblock in ImageMagick and Distort it into the 3D Space (e.g. http://www.imagemagick.org/Usage/distorts/#perspective)
Export from ImageMagick to a ImageFormat with Alphachannel (e.g. PNG / TGA)
Overlay the image over the video using CLI from FFMPEG
(e.g. http://www.oodlestechnologies.com/blogs/PICTURE-IN-PICTURE-effect-using-FFMPEG)

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How to develop ue4 plugins to simulate the viewpoint in unity 3D? [closed]

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Unity 3d has two viewpoints, one is game and another isscene. when you move objects in scene you can see changes happened in game in the same time. while the reverse is true. But UE4 doesn't have this function. So I wonder if I can develop a plugin for UE4 to achieve that? does anyone have a clue?
enter image description here
Unreal 4: Go to Window -> Viewport 2. Drag the window somewhere and you will have 2 viewports:
Press play, only one viewport will display the "gameview" and the other remains as "sceneview" - Moving stuff in the 2nd Viewport will not update the game!
But I found this plugin:
https://github.com/jackknobel/GameViewportSync
You can see if that works for you or use it as a reference to get started developing your own plugin.

When should SelectFont be Called? [closed]

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I was fixing an issue to do with scaling and the solution was that we had to call SelectFont afer DrawText.
If SelectFont is called before DrawText the font isn't scaled correctly.
I cant see how that would make a difference, is there any reason?
SelectFont essentially selects a font in the Device Context you pass in. If you call DrawText before selecting a font, then a default font (System) will be used and not the font you want to select.
This means that the font you are using isn't scaling well as the results seem better with the default system font.

How viable is QML for a user interface over a 3D game? [closed]

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As an option for rendering UI over a game I am currently developing I was thinking about how viable QML (Qt5) would be. Given that you are limited to only drawing when Qt gives you the signal, how viable would writing a game such as; a first person shooter of the quality of say... ArmA 3 (graphically wise, not taking into account content creation or budget); be in Qt/QML on a desktop platform if you used QML for only a 2D interface over top of the game (think menus and HUDs)?
To be more specific, what sort of performance loss would you get by rendering a high-fidelity FPS game like this then rendering an interface over it using QML?

How can I make zoomable square table in SFML? [closed]

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How can I make zoomable square table like in the picture below?
At first, there is no tile in squares.
but when zoom in, tiles are slowly appearing inside squares.
And another question, can I have paint bucket tool and use to fill my tile then store information into array?
In SFML this can be done using a so-called sf::View. This allows you to have a world defined and have different and changing views on it, like in your example.
There is a very good introduction to Views in SFML here.

How can I make a banner in QT, like the news banner of CNN/FOX? [closed]

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as the title says, I want to add my main window a banner in the bottom of the window that shows text that runs from left to right, just like you can see in your TV when watching fox/CNN...
I'm using QT 4.5.2
Thanks a lot :)
You have many options. You could:
Create a custom widget and override QWidget::paintEvent()
Drawing your text to an image and then repainting that image as often as needed
Creating a QGraphicsScene and then moving an appropriate text item around.
QTimeline and/or QTimer will likely be useful in your implementation. The key idea is that you need to draw something at different positions at consistent intervals. If you redraw frequently enough, it will look like an animation.