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 ___ 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
Re: [osg-users] Plugin to Node Kit?
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
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Plugin to Node Kit?
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 ___ 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 ___ 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] Plugin to Node Kit?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org