On 28. Jan 2008, at 15:56, Gordon_Erlebacher wrote:

> We are making some progress Stefan. You do realize this is complex,
> correct, or am
> I just slow? :-)
>>> Therefore, I should be able
>>> to use FBOs without restriction, as if I was programming without
>>> Equalizer. Is this true?
>>>
>>
>> Yes, _if_ you are calling your functions from the pipe's thread after
>> the Window has initialized the GL context, e.g.., in all Window and
>> Channel frameSomething task methods.
>>
>>
>>
> When state "calling my functions from Channel task methods", I assume
> you mean, calling the function
> directly, as opposed through the intermediary of another class. In  
> other
> words:

Even simpler. I meant you are calling it direectly or indirectly from  
frameSomething, i.e., above your call in the call stack a  
frameSomething. The GLEW stuff only really matters on Windows anyway.

>
>
>  Class Channel {
>   ...
>
>      void  draw() {
>          obj.displayFrameBuffer()
>     }
>
> }
>
> where obj makes use of FBO ids, will not work. I should be calling the
> glFramebuffxxx  functions
> directly. Is this true?

I haven't used FBO's so far, but other things, e.g. GLSL shaders do  
work.

I'm not sure what the problem is, but I don't think it is the  
threading/extension handling per se. To me it seems that there is an  
error during FBO creation.


HTH,

Stefan.


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