Thanks Steve. My confusion is decreasing slightly.
>
> 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.
>
Hi Steve,
I searched all files in eqPly for glewGetContext() and did not find it.
I did find it in the following files though:
lib/client/channel.h: GLEWContext* glewGetContext() { return
_window->glewGetContext(); }
lib/client/compositor.cpp:#define glewGetContext op.channel->glewGetContext
lib/client/objectManager.h: GLEWContext* glewGetContext() const {
return _glewContext; }
lib/client/window.h: GLEWContext* glewGetContext() { return
_glewContext; }
lib/glew/glew.c: * Define glewGetContext and related helper macros.
lib/glew/glew.c:# define glewGetContext() ctx
lib/glew/glew.c:# define wglewGetContext() ctx
When using Equalizer, how do I know for sure that I am in global or
thread-local memory?
If I am only using one pipe, I should be in a single context
environment, correct? Therefore, I should be able
to use FBOs without restriction, as if I was programming without
Equalizer. Is this true?
Thanks,
Gordon
> HTH,
>
> Stefan.
>
> [1] <http://glew.sourceforge.net/advanced.html>
>
>
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