In the first release of eqOgre, I'v used each window's handle as it's unique
name and named objects of ogre by it. But there is too many objects need to
be renamed, SceneManager, Camera, Listener, and any material, entity, node,
etc, Then the code will be ugly and that will be worse as the application
grows.
May I should add these names in the next checkin?:)


2008/1/4, Stefan Eilemann <[EMAIL PROTECTED]>:
>
>
> On 4. Jan 2008, at 13:50, 常辉 wrote:
>
> > 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.
>
> It is not technically possible to share resources between pipes. I am
> afraid that there is no other way then implementing the per-pipe names
> for these managers. Please note that the window name is not guaranteed
> to be unique. I suggest using the window's 'this' pointer converted to
> a string for this.
>
> > 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. :)
>
> I remember that Ogre suffers from the Singleton-Antipattern. :-/
>
> If I understand you correctly, you want to name textures uniquely by
> pipe. Maybe this is something to be discussed on the ogre forums -
> other Scenegraphs store the context-dependend data in a state object,
> which then is typically managed per pipe.
>
> Is it possible to use one material manager per pipe?
>
>
> HTH,
>
> Stefan.
>
>
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