Re: [VirtualGL-Users] VirtualGL 2.4.1 has been released

2015-06-12 Thread Morgan Ross
Have you considered migrating to github from sourceforge, in light of their
recent behavior? Sorry if this has already been addressed.

On Fri, Jun 12, 2015 at 8:19 AM, DRC dcomman...@users.sourceforge.net
wrote:

 http://sourceforge.net/projects/virtualgl/files/2.4.1/

 Packaging changes:
 These packages were built with libjpeg-turbo 1.4.1:
 http://sourceforge.net/projects/libjpeg-turbo/files/1.4.1/
 This improves performance on 64-bit Mac clients, relative to VirtualGL 2.4.

 Significant changes since 2.4:

 [1] When an application doesn't explicitly specify its visual
 requirements by calling glXChooseVisual()/glXChooseFBConfig(), the
 default GLX framebuffer config that VirtualGL assigns to it now contains
 a stencil buffer.  This eliminates the need to specify
 VGL_DEFAULTFBCONFIG=GLX_STENCIL_SIZE,8 with certain applications
 (previously necessary when running Abaqus v6 and MAGMA5.)

 [2] VirtualGL will no longer advertise that it supports the
 GLX_ARB_create_context and GLX_ARB_create_context_profile extensions
 unless the underlying OpenGL library exports the
 glXCreateContextAttribsARB() function.

 [3] Fixed Invalid MIT-MAGIC-COOKIE-1 errors that would prevent
 VirtualGL from working when vglconnect was used to connect to a
 VirtualGL server from a client running Cygwin/X.

 [4] If a 3D application is rendering to the front buffer and one of the
 end-of-frame trigger functions (glFlush()/glFinish()/glXWaitGL()) is
 called, VirtualGL will no longer read back the framebuffer unless the
 render mode is GL_RENDER.  Reading back the front buffer when the render
 mode is GL_SELECT or GL_FEEDBACK is not only unnecessary, but it was
 known to cause a GLXBadContextState error with newer nVidia drivers
 (340.xx and later) in certain cases.

 [5] Fixed a deadlock that occurred in the multi-threaded rendering test
 of fakerut when it was run with the XCB interposer enabled.  This was
 due to VirtualGL attempting to handle XCB events when Xlib owned the
 event queue.  It is possible that this issue affected or would have
 affected real-world applications as well.

 [6] Fixed an issue that caused certain 3D applications (observed with
 CAESES/FFW, although others were possibly affected as well) to abort
 with ERROR: in TempContext-- Could not bind OpenGL context to window
 (window may may have disappeared).  When the 3D application called
 glXChooseVisual(), VirtualGL was choosing a corresponding FB config with
 GLX_DRAWABLE_TYPE=GLX_PBUFFER_BIT (assuming that VGL_DRAWABLE=pbuffer,
 which is the default.)  This is incorrect, however, because regardless
 of the value of VGL_DRAWABLE, VirtualGL still uses Pixmaps on the 3D X
 server to represent GLX Pixmaps (necessary in order to make
 GLX_EXT_texture_from_pixmap work properly.)  Thus, VGL needs to choose
 an FB config that supports both Pbuffers and Pixmaps.  This was
 generally only a problem with nVidia drivers, because they export
 different FB configs for GLX_PBUFFER_BIT and
 GLX_PBUFFER_BIT|GLX_PIXMAP_BIT.


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Re: [VirtualGL-Users] VirtualGL 2.4.1 has been released

2015-06-12 Thread DRC
What recent behavior?  I've been hosting VirtualGL and TurboVNC on SF 
for 10+ years, and apart from a little bit of growing pain associated 
with migrating to Allura, I've had no major issues with that platform. 
Github is hot right now, but in the 20 years I've been doing 
professional software development, I've seen sites like that come and 
go.  Give it a couple of more years before I fully trust it.

Github definitely does do a lot of things better than SourceForge.  I 
love its web interface-- I just wish it weren't built around git.  :)  I 
just can't stand working with git on a day-to-day basis.  It's very 
non-intuitive for me, and this article echoes a few of the reasons why:

http://www.peterlundgren.com/blog/on-gits-shortcomings/

On the rare occasions that I've tried to do any serious development with 
git, I've managed to screw things up pretty badly, mostly vis-a-vis 
branching and merging (managed to accidentally delete hours of work on 
more than one occasion.)  I am just more comfortable with a centralized 
repository and a bare-metal connection with the revision control server. 
  When I tell subversion to do something, I am confident that it does 
exactly what I instruct.  When I check something in, I'm confident that 
it is stored in the database and can't be accidentally deleted.  Git 
seems to want to second-guess me too much.  I find some operations in 
git (such as merging) to be more difficult than they really should be. 
There are some workflows for which I prefer using git-svn as a client, 
but I prefer subversion on the back end, and I usually prefer it as a 
client as well.  I am used to working with revision numbers.  I like 
being able to edit revision logs after the fact, if information changed 
that was relevant to the revision.

I get why it's a lot easier to collaborate with git, but with a project 
like this that has one main developer and only one or two occasional 
contributors, there is no real need for that kind of collaboration.  I 
don't think moving to github would make VirtualGL developers magically 
appear.  It's a niche product, at the end of the day.

Also, I like the integrated nature of SourceForge, in that we can host 
mailing lists and discussion forums and bug trackers and file releases 
and revision control from the same site.


On 6/12/15 3:47 PM, Morgan Ross wrote:
 Have you considered migrating to github from sourceforge, in light of
 their recent behavior? Sorry if this has already been addressed.

 On Fri, Jun 12, 2015 at 8:19 AM, DRC dcomman...@users.sourceforge.net
 mailto:dcomman...@users.sourceforge.net wrote:

 http://sourceforge.net/projects/virtualgl/files/2.4.1/

 Packaging changes:
 These packages were built with libjpeg-turbo 1.4.1:
 http://sourceforge.net/projects/libjpeg-turbo/files/1.4.1/
 This improves performance on 64-bit Mac clients, relative to
 VirtualGL 2.4.

 Significant changes since 2.4:

 [1] When an application doesn't explicitly specify its visual
 requirements by calling glXChooseVisual()/glXChooseFBConfig(), the
 default GLX framebuffer config that VirtualGL assigns to it now contains
 a stencil buffer.  This eliminates the need to specify
 VGL_DEFAULTFBCONFIG=GLX_STENCIL_SIZE,8 with certain applications
 (previously necessary when running Abaqus v6 and MAGMA5.)

 [2] VirtualGL will no longer advertise that it supports the
 GLX_ARB_create_context and GLX_ARB_create_context_profile extensions
 unless the underlying OpenGL library exports the
 glXCreateContextAttribsARB() function.

 [3] Fixed Invalid MIT-MAGIC-COOKIE-1 errors that would prevent
 VirtualGL from working when vglconnect was used to connect to a
 VirtualGL server from a client running Cygwin/X.

 [4] If a 3D application is rendering to the front buffer and one of the
 end-of-frame trigger functions (glFlush()/glFinish()/glXWaitGL()) is
 called, VirtualGL will no longer read back the framebuffer unless the
 render mode is GL_RENDER.  Reading back the front buffer when the render
 mode is GL_SELECT or GL_FEEDBACK is not only unnecessary, but it was
 known to cause a GLXBadContextState error with newer nVidia drivers
 (340.xx and later) in certain cases.

 [5] Fixed a deadlock that occurred in the multi-threaded rendering test
 of fakerut when it was run with the XCB interposer enabled.  This was
 due to VirtualGL attempting to handle XCB events when Xlib owned the
 event queue.  It is possible that this issue affected or would have
 affected real-world applications as well.

 [6] Fixed an issue that caused certain 3D applications (observed with
 CAESES/FFW, although others were possibly affected as well) to abort
 with ERROR: in TempContext-- Could not bind OpenGL context to window
 (window may may have disappeared).  When the 3D application called
 glXChooseVisual(), VirtualGL was choosing a corresponding FB