Hello, On 5. Mar 2010, at 12:59, Brand Samuel RUAG A wrote:
>> If it's none of the above, can you make a screenshot with 5-channel.CAVE >> and/or give more details to what seems wrong to you? > For me all walls should look like the rightwall. > When I run the application on my workstation at the office with the > 1node-4pipe config, it looks like this > http://img229.imageshack.us/img229/1729/fullscreend.png Now I can see it better. Are the projection walls in this config planar to each other? If yes, the bug can only be caused by the parallel rendering traversal of the four pipe threads. Most likely something in the rendering code modifies the scene graph (or some other shared data) causing the artefacts. If the 4-window configuration uses one pipe, the draw callbacks happen serially. If it is not planar, it may also be caused by the fact that your head matrix is no longer an identity matrix, but the rendering code assumes it is. > When I run the application with 5-channel.CAVE configuration only the floor > channel is displayed. This is caused by the clear operation done by Delta3D, without having scissoring and the viewport set up correctly. In the osgScaleViewer we do the clear in Channel::frameDraw and disable it in OSG. HTH, Stefan. -- http://www.eyescale.ch http://www.equalizergraphics.com http://www.linkedin.com/in/eilemann _______________________________________________ eq-dev mailing list [email protected] http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

