Robert, Here is what I would like to do:
We have an existing app that has a GUI which "builds" a directshow graph including selecting a capture device and properties on that capture device and building the necessary intermediate filters. If I can pass a Directshow Pin (or pointer to pin) into the directshow texture then my work is done. Obviously this does require the tighter coupling of which you speak. Within the plugin architecture- the current abilities of osgDirectshow are not expressive enough. The alternative that I see would be way more complex and would be something like making the plugin read the .grf file format which allows specifying complex graphs. Also I would need to make our app able to write these files which it doesn't currently. Very much overkill in my opinion. The third alternative would be for me to expose DirectshowTexture but not to have commits accepted back to the community. Thoughts? Thanks -Brad -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, June 29, 2010 3:28 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Plugin to Node Kit? Hi Brad, The plugins are designed to be entirely encapsulated within themselves and not to export any symbols, save for any C function entry points for enabling static linking of plugins. This decoupled approach does mean that you don't have any public interface to access internals classes/methods. In general this isn't an issue though. What specifically about the DirectShowTexture header do you need access to? It may be that you do what you want within any specific access to it. Keeping a loose coupling is generally the best programming approach as it enables you to change you backend implementation easily - such as if you needed to support a new platform. Robert. On Tue, Jun 29, 2010 at 12:51 AM, Brad Huber <br...@procerusuav.com> wrote: > Hello, > > > > I am curious what the path is for a osg plugin to become a node kit (or > portions of it). Does anyone have some information / insight? > > > > The reason that I ask is that Im trying to use the Directshow texture class > that is currently in the osg directshow plugin. I do not believe a plugin > is sufficient for what Im trying to do because I want to work directly with > the low-level directshow graph. As I understand, this is something that > cannot be easily done via the file based plugin architecture. For example I > want to instantiate a rather complex graph (programmatically from a GUI) and > then connect a pin to the Directshow texture. > > > > Perhaps Im not seeing the correct way to go about this, if so, I would love > some advice. Otherwise- what is the process to go from plugin to node kit > especially for a platform specific library such as directshow. > > > > Thanks for your input > > > > -Brad > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org