On 28. Jan 2008, at 15:20, Gordon_Erlebacher wrote:

> Hi,
>
> I have found in glFunctions.h :
...
> The function glGenFramebuffers  is missing. In order to use FBO with
> Equalizer,
> I am assuming that I must update the glFunctions.h method? Or is  
> there a
> way to use
> it without doing so?

The glFunctions implementation was a predecessor to GLEW, but is no  
longer part of Equalizer. The glGenFramebuffers entry point is now  
'covered' by GLEW.


> Yes, I know that if I generate the FBO inside
> Channel or Window,
> it will probably work. But what if I generate the FBO object inside a
> class member, and
> the class instance is only a variable of Channel? Then what? I must  
> then
> use the object
> manager?

 From the GLEW documentation[1] :

To include multi-context support, you have to do the following:
        • Compile and use GLEW with the GLEW_MX preprocessor token defined.
        • For each rendering context, create a GLEWContext object that will  
be available as long as the rendering context exists.
        • Define a macro or function called glewGetContext() that returns a  
pointer to the GLEWContext object associated with the rendering  
context from which OpenGL/WGL/GLX calls are issued. This dispatch  
mechanism is primitive, but generic.
        • Make sure that you call glewInit() after creating the GLEWContext  
object in each rendering context. Note, that the GLEWContext pointer  
returned by glewGetContext() has to reside in global or thread-local  
memory.


1, 2 and 4 is done by Equalizer.
3 is done by the Window and Channel class. In your member objects you  
have to do the same, using the Window's GLEWContext. The  
VertexBufferLeaf class in eqPly does this, for example.

The object manager helps you to allocate OpenGL objects (textures,  
shaders, etc) in a multi-context environment. Often a scenegraph or  
other toolkit provides you with a similar abstraction, which can be  
used as well.


HTH,

Stefan.

[1] <http://glew.sourceforge.net/advanced.html>


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