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

Reply via email to