Hi,

Aside display list IDs and Texture IDs, what kinds of objects are
controlled by
the Object Manager? Do these include FBO, PBO as well?

The documentation states: "The address of the data item to be rendered
is used
as the key"  Is this really true? It seems to me that it is the object
ID which is
the key, and NOT the address. They are not the same thing. Perhaps some
examples
of usage could be included in the Programming guide?

If I have an existing OpenGL program that uses FBO, must I register its
ID, and the
IDs of the textures I attach to it?  What are the rules regarding when
the OM must
be used or not?

If I am using something like RapidMind, that uses FBOs internally, but
without providing
the user with its IDs, would that imply that it cannot be used from
within Equalizer? That
really would be a shame. Would there be a mechanism that would allow
Equalizer
to work in this situation? Note that my RapidMind code would reside in
its own classes,
whose instances might be member variables of Equalizer subclasses like
MyNode,
MyWindow, MyChannel, themselves subclasses of eq:Node, eq:Window,
eq:Channel.

Thanks,

    Gordon

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