On 3/25/11 11:36 AM, Stefan Eilemann wrote:
On 25. Mar 2011, at 16:29, Dardo D Kleiner - CONTRACTOR wrote:
Perhaps if I explain a bit more of what I'm attempting. At Pipe::frameStart (the
"highest" thread-safe point I believe), I'm trying to update an OSG scene that
will be draw by the Channel::frameViewFinish (glOrtho'ed given the screen frustum at that
point, just like stats are drawn). Do you suggest that I move the geometry down to each
channel and build it in frameViewStart based on the pvp-to-vp ratios)?
Almost. frameViewFinish will only get called on destination channels, that is,
channels displaying the results. They get created by the intersection of views
and segments and have the same name as the segment output channel.
I assume the geometry is not view-dependent or channel-dependent, that is, it
is globally the same.
From what I read, I would recommend:
Pipe::frameStart()
- clear geometry
Channel::frameViewStart
call Pipe::channelFrameViewStart( this )
if( geometry ) return;
geometry = buildGeometry( channel );
Although I suspect that this stuff is view-dependent, in which case replace
pipe with view in the pseudo-code above.
If it is even channel-specific, do it on the channel.
HTH,
Tremendous help, thanks Stefan!
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