On 28. Jan 2008, at 14:59, Gordon_Erlebacher wrote:

> 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 idea is to manage objects which are shared between windows, in  
order to reuse them. One example are textures visible in multiple  
windows of the same pipe.

>
>
> 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?

The key and it's type is arbitrary, as long as it is unique per object  
and constant during run-time. The address of each vertex data block in  
eqPly fulfils these requirements. One could use unique ID's as well,  
but in the eqPly case they didn't exist.

>
>
> 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?

You do not need to use the OM. It's a tool you can use.

It is helpful to share objects between windows of one pipe, i.e., all  
windows in the same shared context 'group'.

Probably you do not want to share the FBO's, since I guess they are  
unique per window.

>
>
> 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?

No - Worst case you are wasting GPU memory when using multiple windows  
per pipe.


HTH,

Stefan.


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