Hi Robert, yes, that was the place I started implementing the check there, however, in there , DoRenderSample, the EC_COMPLETED is not fired. I did quite a good search for this, looked in the SDK samples the code is originated from, and they have it checking outside in the render loop. So I did it like this. Probably good solution is to make it like in the ImageSequence, to use the update callback. What you think?
Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Wed, Jan 6, 2010 at 7:17 PM, Robert Osfield <[email protected]>wrote: > Hi Nick, > > I'm just reviewing your changes and now understand why you were > wanting a regular call to the ImageStream class to enable your > periodic checking of the event status of the directshow thread/objects > as the DirectShowImageStream class itself didn't already have it own > thread. > > The solution still fills like overkill - running a thread just in case > you have looping enabled and need to watch for the end of video event > that only occurs relatively infrequently. I realize there is a sleep > in your thread but still it feels like an inefficient solution. > > I've just done a browse through the plugin code to look for places > where you could add your event check, and the only place I've seen so > far is that might be appropriate would be the method: > > HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample ) > > in DirectShowTexture.cpp, at line 1632 (in your version of the file). > I was wondering if you could check the for the event here, or perhaps > find our the status of the reading of the stream here. Perhaps we can > ping Cedric Pinson the codes original author for suggestions. > > Thoughts? > Robert. > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >
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