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 > > > > > > ------------------------------------------------------------------------------ > > _______________________________________________ > > VirtualGL-Users mailing list > > VirtualGL-Users@lists.sourceforge.net > > <mailto:VirtualGL-Users@lists.sourceforge.net> > > https://lists.sourceforge.net/lists/listinfo/virtualgl-users > > > > > > > > > > > ------------------------------------------------------------------------------ > > > > > > > > _______________________________________________ > > VirtualGL-Users mailing list > > VirtualGL-Users@lists.sourceforge.net > > https://lists.sourceforge.net/lists/listinfo/virtualgl-users > > > > > ------------------------------------------------------------------------------ > _______________________________________________ > VirtualGL-Users mailing list > VirtualGL-Users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/virtualgl-users >
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