Thanks Stefan, for this extensive response! Since my original
post, we have solved some of the problems. Let me explain
some of the some of the issues further:

32-bit vs 64 bit is no longer an issue. I did not realize I need a full
path to the ply file. I can now load and everything works on a
64-bit installation, using two pipes on one node.

4) Do you have an example where you specifically control what you write to different Pipes? In all examples I have seen, the low level Equalizer software takes care of making these decisions, once a compound type is chosen.

I don't know what you want to control. In Channel::frameDraw you get the rendering context (viewport, range, eye, etc.) as configured in the config file. One could for example use
the DB-range to map different channels to different tasks.

Can you elaborate a bit on what you want to do? Please bear in mind that I have an understanding
what CUDA/RapidMind is, but I haven't programmed in it so far.


I will look further into the issue. But when you talk about range, you seem to be talking about camera/frustrum parameters that apply to a single model. But I'd like to draw (for example), a sphere to the screen with one of the GPUs, while I'd like to execute a complete set of different commands on the other GPU (for example, invert a matrix, and not display
anything.

Here is another question: I assume that it is not necessary to specify camera, lighting, etc. information in every frame. For efficiency purposes, one can define these types of static parameters once per frame before the main loop, and then simply draw the relevant information inside a draw loop. In other words, I should be able to inialize each Pipe once with all relevant OpenGL context information, and then draw without having to set these parameters each frame.

Again, thanks for this great feedback and product!

   Gordon




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