Hi John, On 28. Jan 2013, at 21:17, john.stas [via Software] <[email protected]> wrote:
> The problem starts when trying locally the 2-node.eqc configuration. > > The fbo-cube is rendered on the edges of my textured-cube and it seems > mirrored so I cant get a coherent-seamless image that spans across both > nodes. What you're rendering into your FBO has to use a different, but the same, frustum on all nodes. It typically is not affected by the camera nor the destination frustum. In the 2-node config, you're should be doing: set up symmetric frustum RTT set up Eq frustum render texture to quad This obviously won't scale the RTT pass, if you want to do this things get more complicated. HTH, Stefan. -- View this message in context: http://software.1713.n2.nabble.com/Frame-Buffer-render-to-texture-issue-2-nodes-eqc-tp7582317p7582321.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

