Hello Equalizers, FYI - I've just checked in a first implementation of Pixel compounds.
Pixel compounds are ideal for purely fill-limited applications such as volume rendering and raytracing. The load is always almost equally distributed, thus allowing to scale the fill-rate nearly linearly. The frustum for the source channels gets distorted so that the channel only renders 1/nth of the pixels in one dimension. Afterwards the frustum is moved slightly to select the 'starting' point of the channel. OpenGL functionality which is influenced by the raster position will not work correctly with pixel compounds, or needs at least special attention. Among them are: lines, points, glRasterPos, glPolygonStipple. You'll find a couple of example configurations in the svn tree. Have fun, Stefan.
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