2015-06-15 22:17 GMT+02:00 DRC <dcomman...@users.sourceforge.net>:

> If you have any further questions of this nature, please send them to
> VirtualGL-Devel, not to this list.
>
> Ok, sorry. Next questions on VirtualGL-Devel



>
> On 6/15/15 3:07 PM, Marco Marino wrote:
> > Hi Nathan, thank you for your answer.
> > I read the code of the plugin (a good way to fun in the sunday....)....
> > some consideration and few questions here:
> >
> > - in server/testplugin.cpp there are 2 functions, RRTransSendFrame and
> > RRTransGetFrame. These 2 functions should be the important part of the
> > transport plugin because they are called respectively from the server
> > and the client, right?
>
> No, they are both called from the server.  VirtualGL calls
> RRTransGetFrame() in order to get a new frame from the plugin, and it
> calls RRTransSendFrame() to send it.
>
> Ok, but now: where is the "receive" part?



>
> > - In RRTransSendFrame i have "vglconn->sendFrame". But vglconn is the
> > "handle" and hence is the VGLTrans() (in the case of testplugin.cpp, so
> > i think the important part of the sendFrame resides in the VGLTrans
> > class. But the VGLTrans class calls _VGLTrans_spoilfct method and it
> > seems that lock and the unlock the thread using the method
> > signalComplete. What happens here? I don't understand the signalComplete
> > method. Can you help me please?
>
> The test plugins use the existing transport classes (VGLTrans for the
> VGL Transport, or X11Trans for the X11 Transport.)  Your plugin will be
> providing its own transport, so you should not use those existing
> transport classes, although you might want to base your own transport
> class on one of them.  Please do not expect this to be a quick project.
>   You're going to have to spend many hours digging into how this stuff
> works before you can successfully write your own transport.
>

I do not expect this to be a quick project and I'm happy to pass many hours
on the VirtualGL source code. This doesn't scare me.
However i need to first understand how VirtualGL works, and for this reason
i'm trying to read the testplugin code. My difficult is related to the
getFrame method inside the transport. Moreover, i need to understand the
"receive part" on the client.
I told that documentation is important because I want to avoid getting
bored with obvious questions. If I can ask many (also trivial) questions on
the VirtualGL-Devel, ok, i will do it. Unfortunately, for a beginner
VirtualGL is a difficult task.

Thanks,
MM


> > Thanks,
> > MM
> >
> >
> >
> > 2015-06-15 21:40 GMT+02:00 Nathan Kidd <nathan...@spicycrypto.ca
> > <mailto:nathan...@spicycrypto.ca>>:
> >
> >     On 13/06/15 09:56 AM, Marco Marino wrote:
> >     > I understand your point of view, but without any documentation
> (and a
> >     > bit of help) is impossible for me develop such transport plugin.
> >
> >     Hi Marco,
> >
> >     Having used the plugin API and put my own transport layer in VGL
> >     directly in the past, my free and unsolicited advice is:
> >
> >     1) using the API is simple, just copy the existing examples
> >
> >     2) if you're up for making H.264 work then the work to grok the
> plugin
> >     system is a minor blip in the workload.  Don't let lack of
> documentation
> >     stop you; you don't really need it.
> >
> >     Cheers,
> >
> >     -Nathan
> >
> >
>  
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> >
> >
> >
> >
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