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Author Topic: [FIXED] NV_video_capture  (Read 1981 times)
Kai
Talks Too Much
***
Posts: 131


« on: May 20, 2011, 09:37:24 »

Hi,

first of all, let me say that I'm now using LWJGL for almost 2 years and it has been a real pleasure so far!
Following the active development of LWJGL and seeing the very helpful answers in the forum of the community members of LWJGL showed me that using this library is a good decision to make!

Okay, now for my request:

Currently, I am evaluating possibilities to stream video data using OpenGL and I found the extension NV_video_capture that seems to achieve this.
The problem is that LWJGL does not support this extension. Probably because it also envolves window system dependent extensions.

It would be really nice if this extension could be supported by LWJGL!
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spasi
Nerdus Imperius
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Posts: 752



WWW
« Reply #1 on: May 20, 2011, 10:31:26 »

Indeed, I have avoided adding support for OS/vendor-specific extensions that only a minority of LWJGL users would use. Until someone asks for it of course. I'll try to add NV_video_capture (and NV_present_video on which it depends) this weekend.
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Kai
Talks Too Much
***
Posts: 131


« Reply #2 on: May 20, 2011, 11:00:37 »

Thank you very much for your quick answer!

Quote
I'll try to add NV_video_capture (and NV_present_video on which it depends) this weekend.
This would be awesome!
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spasi
Nerdus Imperius
*****
Posts: 752



WWW
« Reply #3 on: May 21, 2011, 04:19:43 »

I implemented both extensions but committed in the OpenGL ES branch, since I don't have access to NV hardware right now and they're completely untested. Feel free to checkout /branches/opengles and build to try it out. If you aren't able to build, let me know and I'll upload a binary somewhere.
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Kai
Talks Too Much
***
Posts: 131


« Reply #4 on: May 21, 2011, 08:26:23 »

Thanks again for implementing the requested extension in such short time!

I wanted to build LWJGL for my own, but I have two questions:
1. Which MSVC-Version do you use?
2. What is MSSDK (in the windows platform build file) supposed to point to (the Windows SDK or the Visual Studio VC directories)? I have both installed (Windows SDK 7.1 and Visual Studio 10), but neither of them have a directory "include/win32" somewhere.

And: "cl.exe" always crashes with return code:
...\branches\opengles\LWJGL\platform_build\windows_ant\build.xml:9: apply returned: -1073741515

Maybe, you could provide me a hint as to how to setup a build environment for LWJGL?
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spasi
Nerdus Imperius
*****
Posts: 752



WWW
« Reply #5 on: May 21, 2011, 08:42:23 »

I'm on SDK 7.0 atm. It's been a while since I set it up, but I think I'm just using the CMD Shell that comes with the SDK. IIRC the only thing I did was modify the shortcut like so:

Code:
C:\Windows\System32\cmd.exe /E:ON /V:ON /T:0E /K "C:\Program Files\Microsoft SDKs\Windows\v7.0\Bin\SetEnv.cmd" /x86 /release

The default was /debug I think. Also changed the "Start in" folder to point to my project root for convenience. The ${env.MSSDK} is an environment variable that points to "C:\Program Files\Microsoft SDKs\Windows\v7.0". Not sure if it's created automatically when you install the SDK or I created it manually.

Hope this helps.
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Kai
Talks Too Much
***
Posts: 131


« Reply #6 on: May 21, 2011, 11:51:24 »

Quote
Hope this helps.
It did! :-)

By specifying the MSSDK environment variable and starting the command shell as you said and then invoking ant, everything compiled successfully!

Thanks again.
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