Re: [osg-users] Plugin to Node Kit?

2010-06-29 Thread Robert Osfield
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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Re: [osg-users] Plugin to Node Kit?

2010-06-29 Thread 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


___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] Plugin to Node Kit?

2010-06-29 Thread Stephan Maximilian Huber
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

___
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Plugin to Node Kit?

2010-06-29 Thread Brad Huber
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

___
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[osg-users] Plugin to Node Kit?

2010-06-28 Thread Brad Huber
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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