I tweaked the code and am writing to shared memory directly from the cinder and displaying the image in other applications. Spout carries the final content when shared memory carries other data (previews mainly). Great job guys!
I know it’s been a while, but I try to do the same as David, using Spout in a WPF project.
I Check a lot the other example mentioned in this discussion and was able to do a DLL wrapper for spout and access to Spout functions in WPF. Up to now I got Sender info like image size and sender name. But since Spout is OpenGL based, I try to use SharpGL, the WPF wrapper for OpenGL. But both don’t seem to be compatible. CreateReceiver Crash if I load SharpGL before, and sharpGL does’t work if I use SPout before….
I an utopia, if I could get SPout texture and feed it like a material to a “GeometryModel3D” object in WPF, the life should be so easier. But I guess OpenGL and DirectX can’t work together.
So I don’t know if David finally share his solution, but I’m stuck here and I can’t go further without help. Incorporate Spout is the last necessary step of my ambitious project.