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.
_______________________________________________
eq-dev mailing list
[email protected]
https://in-zueri.ch/cgi-bin/mailman/listinfo/eq-dev
http://www.equalizergraphics.com

Reply via email to