Stephan,

Excellent idea.  I'm still cutting my teeth on this stuff.  I'll pursue this
option.  I'll see if I can find some examples of passing non-primitive types
through the plugin options.

Thanks
-Brad

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Stephan
Maximilian Huber
Sent: Tuesday, June 29, 2010 10:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Plugin to Node Kit?

Hi Brad,

if the only thing you want is to pass paramters / objects to the plugin,
so it sets up its stuff accordingly you can use
ReaderWriter::Options::setPluginData and extend the DirectoShow-Plugin
to use these plugin-data if available.

So you can feed you directshow-pin to the plugin and set it up
accordingly and you can submit these changes back to the community.

This should work the other way round, too. Add the data you are
interested in to the options-object, and use them afterwards.

Just thinking loud,

cheers,
Stephan



Am 29.06.10 17:57, schrieb Brad Huber:
> 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 I'm 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 I'm 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 I'm 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
>>
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>>
>>
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