On 31. Jan 2008, at 4:33, Gordon_Erlebacher wrote: > Hi, > > Viewports can be set in > > Pipes > Windows > Channels > Compounds > > Could somebody pleaes create a diagram or explanations on how these > all > relate to > each other?
Viewports for the resources (pipe, window, channel) are relative to their parent. The pipe viewport is normally set automatically, but will later be used to switch the monitors resolution, if specified. Window viewports are relative to the pipe, either in percent (0.0...1.0) or pixels. Channel viewports are relative to the window, in percent or pixels. Compound viewports define the 2D (sort-first) decomposition relative to the parent compound, always in percent. They are inherited down, that is, the viewport of all parents are cumulative, and then applied to the destination channel's pixel viewport to compute the compound's pvp. > A section in the programming guide should explain all of > this. It really belongs in to a Users or Configuration Guide, which is on the list of things-to-be-done. In the mean time you can read the MPK Users Guide, the concepts are (coincidentally ;) ) similar. > This > is independent of anything related to windows since the viewport is > all > pixel based. I don't understand what you are trying to say here. > > Also, what is the difference between specifying the viewport with > integers (pixels) > and floats in the range [0,1]? In addition to what I said above, an integer viewport in the config file sets the entities pixel viewport, a float viewport the viewport. The two are often dependent on each other, the counterpart will be updated accordingly. HTH, Stefan. _______________________________________________ eq-dev mailing list [email protected] https://in-zueri.ch/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

