Read canvas image by HTTP: Difference between revisions

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This feature was created based on version 2016.3.1 (the screenshots were actually taken by applying the patches to 2016.4). It works so far. However, there are latencies and this solution isn't efficient. Just creating the PNG image from OSG takes up to 100ms.
This feature was created based on version 2016.3.1 (the screenshots were actually taken by applying the patches to 2016.4). It works so far. However, there are latencies and this solution isn't efficient. Just creating the PNG image from OSG takes up to 100ms.
For the time being, this should be considered - i.e. a "proof-of-concept" that may go through several iterations before this gets reviewed/integrated, but sharing this patch now makes it possible to also explore a number of opportunities to optimize the whole thing for different use-cases and solicit community feedback.
For the time being, this should be considered - i.e. a "proof-of-concept" that may go through several iterations before this gets reviewed/integrated, but sharing this patch now makes it possible to also explore a number of opportunities to optimize the whole thing for different use-cases and solicit community feedback.
Also, the streaming capability of the original implementation hasn't been retained, so that this must be restored. However, this needs to be carefully done, to handle synchronization of worker threads (i.e. image compression), primarily to deal with situations where the canvas and/or the connection are shut down, but also to support [[Reset & re-init]] without causing a race  condition.


== Patches ==
== Patches ==

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