On 31. Oct 2011, at 19:06, Michael Pope [via Software] wrote:

> I would. But I"m sure I'm doing something wrong. I'm attempting to map 
> objects on the render node side and I request the config using getConfig(). 
> This returns the same pointer as the config on the application(server / 
> whatever you call the node that loads the config file) side. This can't be 
> right.

No, that's right. The config structure except nodes belongs to the application, 
the node and downwards to the render client - the application process can be 
both, in which case the the node is attached to the application's config 
instance.

> I'm almost positive the problem isn't with Equalizer but with something 
> stupid I'm doing. 

I'm not yet convinced of that.

> I'm looking at eqPly. I've configured it such that I run one instance as a 
> client and listening on localhost:2002. Then I run another instance which 
> loads a config file that connects to that client. Now, VertexBufferDist is 
> registering and mapping. I can't figure out what is causing getInstanceData 
> and applyInstanceData to be called.

Anytime the instance data (all app data) is needed: During mapping for 
unbuffered/static objects, during registration for all others and once per 
commit.

> I understand that there are some packets being sent. I see that 
> objectStore.cpp has a _cmdMapObject() function which I believe is handling 
> the mapping from master to slave - somehow.

Correct.

> But again, I'm not sure how this is happening. I've checked the programmer's 
> guide and it doesn't really make it any clearer to me. 

Because this is internals which should just work. It's not really documented in 
the PG. There is a sequence diagram here: 
https://github.com/Eyescale/Equalizer/wiki/Runtime-Failure-Tolerance

> I'm pretty sure that what you are doing with mapping the vertexBufferDist is 
> exactly what I need to do. Where are the commands being sent in eqPly which 
> cause the vertexBufferDists to be mapped? I just can't seem to pinpoint it. 

eqPly::Config::getModel -> VertexBufferDist::mapModel

> There are multiple worker threads. Each render node has it's own worker 
> thread pool. 

Could be a race if you have multiple concurrent mapObject going on - I would 
need the information from my last email to pinpoint this.


HTH,

Stefan.



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