I depared with the same problem, so I wrote a entire new implementation using OpenCV. It is not difficult to try your own. I am finishing my master degree dissertation, so I don't have time to make a plugin, but I can give you the class that I developed. You have to solve the dependencies on your own, but with my code you will have a starting point. I also implement it with pthreads, so the rendering loop will not be limited by the frame rate of the cam. It needs a more elegant implementation of frame buffers, but it fits my needs right now. The code was developed with Ogre 1.7.2, so you may have to adaptate it in order to run with your version. The comments are in portuguese and you will need pthreads and OpenCV >= 2.2, but with these two libraries it can be done. As a bonus, I am working with Kinect and since the OpenCV has support for it, you can use it too! To use the library, simply include the codes and instantiate the VideoManager class. It renders the video source to a dynamic texture associated with it. You must call the update method to renew the texture each frame. There are a trigger that signal the arrive of a new frame, preventing crossed accessess to the texture.
- Video Manager for Ogre. Tested with 1.7.2 version.
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