Hey Stefan & gang, I am trying to use EQ-driven compositing in our rendering framework to achieve bezel compensation.
My intuition on this was as follows. -> Render the scene in a pbuffer window (FBOs don't seem to work with our hardware but that's another issue) that spans the entirerity of the canvas to be drawn (including bezels). -> Create windows that cover the visible surfaces of the canvas. -> Create output frames off the backbuffer surface -> Composite the output of those frames on the final (visible) window. I believe that the above is possible. However, I've come across an issue. In our framework, I've subclassed eq::Window and added a bunch of code for doing (among other things) scene loads. Generally speaking, the windows on which the composition happens should not need any of the additional functionality that I have added to the eq::Window class. What would be the best way to differentiate between an actual backbuffer rendering surface and visible window in the case described above? Is there some way to reach the window name defined in the config file from inside eq::Window? Is there some other accepted eq coding practice that I am not aware of? Thanks everyone! -Harris -- View this message in context: http://software.1713.n2.nabble.com/Compositing-and-eq-Window-eq-Channel-inheritance-tp7518113.html Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com. _______________________________________________ eq-dev mailing list [email protected] http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

