Hi, I was just looking at FFmpegImageStream, I am not very familiar with this code, but I have some questions.
It is not immediately clear to me how FFmpegImageStream::publishNewFrame is thread safe. It seems like the image data is set (setImage) from the video decoder thread. The image then uses a pointer to one of the buffers of the video decoder (of which the contents might also change ?). FFmpegImageStream also doesn't seem to override requiresUpdateCall, which I believe will result in the texture not being dynamic (Texture2D::setImage). Which could be used, for example in StateSet::computeDataVariance(), to determine whether the StateSet should be dynamic (which is needed for multithreaded rendering). If anyone could shed more light on this subject, it would be very much appreciated. Thank you. Cheers, Ben -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/bdb1be2d-fc2f-4107-b6e7-f3b8377a3312o%40googlegroups.com.
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