Hi I'v tried to support multi-pipe in eqOgre, but it seems that there are at least two reasons for that.
Firstly, Eq suggests not to share resource between pipes, then each pipe must have its own SceneManager, Camera, Window, mesh, Entities respectively, but in Ogre apps, each resouce must have its own unique name for 'finding' method. Then it is needed to name each SceneManager or Camera differently. The unique name of eq::Window can be used as prefix to the names. That is not difficult, but will make the code ugly. Realize it by scripts not codes is better. Another reason comes from the poor threading ability of Ogre's material manager. exp. If the same texture used in two threads, it would lost in the second one, so it is difficult to use the same texture in multi-pipes, which are in different threads, in Eq. I think it will be better to assign different texture to pipes, which can be realized by material scripts too. :) Does anyone have some advices about it?
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