Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression
3D Without Boundaries
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From: Marco M. <mar...@gm...> - 2015-06-15 20:07:11
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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? - 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? Thanks, MM 2015-06-15 21:40 GMT+02:00 Nathan Kidd <nat...@sp...>: > 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 > Vir...@li... > https://lists.sourceforge.net/lists/listinfo/virtualgl-users > |