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.
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