>>Suppose we have just one GPU, but this GPU has two DVI-D output ports like 
>>most GPUs.

>>I want to use these two ports two drive 2 LCDs.

>>Does it mean one port corresponding to one channel (in Equalizer terminology) 
>>?



Usually, you would open 1 pipe with  2 windows and 1 channel each. The 
"viewport" setting for each window

describe its position on Window's virtual deskop:





pipe

{

        window

        {

            viewport [0 0 1280 1024]

            channel { name "left_channel"}

        }



        window

        {

          # if second monitor is placed right besides the primary

            viewport [1280 0 1280 1024]   

            channel {name "right_channel"}

        }

}





If you are using another dual-view mode where the desktop is stretched across 
both monitors, there is a second option,

assumed you need fullscreen only:



pipe

{

        window

        {

            attributes

            {    

                hint_fullscreen on

            }

            channel

             {

                viewport [0 0 1280 1024]

                 name "left_channel"

             }

            channel

             {

                viewport [1280 0 1280 1024]

                 name "right_channel"

             }

    

        }

}


This way, the one window will get stretched across both monitors, but the two 
channels will each control one half of it
(i.e. one monitor each). You might even just use one channel in this case - it 
all depends on what you want to achieve.



>>Any one can tell me a little bit on how to set those parameters? 

These numbers describe the x,y,z coordinates of the corners of the wall 
(top_right will be automatically determined), relative to the head (which is 
assumed at 0,0,0).
Equalizer will derive a proper modelview and projection matrix from these 
numbers. This way it is much easier
to describe powerwall or cave-setups; even oblique projection walls should be 
doable this way.


regards,

Mathias
  ----- Original Message ----- 
  From: [email protected] 
  To: Equalizer Developer List 
  Cc: [email protected] 
  Sent: Wednesday, December 17, 2008 8:33 PM
  Subject: Re: [eq-dev] How to decouple pipes


  Hello, 

  the following is an excerpt from hartac.eqc. I do not understand what those 
float point data mean ?

  Any one can tell me a little bit on how to set those parameters? 



  compound

  { 

  channel "channel3"

  wall

  {

  bottom_left [ .36 .0285 -2 ]

  bottom_right [ 1. .0285 -2 ]

  top_left [ .36 .4285 -2 ]

  }

  swapbarrier {}

  }



  [email protected] wrote: -----


    To: Equalizer Developer List <[email protected]>
    From: Stefan Eilemann <[email protected]>
    Sent by: [email protected]
    Date: 12/17/2008 03:32AM
    Subject: Re: [eq-dev] How to decouple pipes


    On 16. Dec 2008, at 18:34, Mathias Heyer wrote:

    > Hi!
    >
    > What is he easiest way to decouple the rendering (-framerate) of  
    > pipe(s) from each other?
    > Is it possible via config or does it need changes to the code?

    It is not possible with the current code. As a workaround, you can use  
    period to limit the framerate of one channel.

    Later Equalizer version will be able to drive different configs  
    independently, and possibly also support different framerates within  
    one config.

    > Another question is, how can I decouple the rendering size of  
    > channels from each other?
    > I want to create 2 nodes, each rendering fullscreen (one for the  
    > right eye, one for the left; in order to achieve passive stereo) and  
    > a third non-fullscreen window on a third node.
    > The window on the third node should be dragable and resizable  
    > without interfering with the viewport of the former two nodes.

    The pixel viewport is determined by the destination channel. The  
    destination channel is the top-most defined channel in a compound  
    tree. You can either do:

    compound
    {
        compound { channel "left" wall{} }
        compound { channel "right" wall{} }
        compound { channel "movable" wall{} }
    }

    or

    compound { channel "left" wall{} }
    compound { channel "right" wall{} }
    compound { channel "movable" wall{} }

    The difference is that in the first case, all channels can share a  
    swapbarrier.


    HTH,

    Stefan.

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