Hi Petros,

On 11. Jun 2013, at 12:22, Petros.Kataras [via Software] 
<[email protected]> wrote:

> Just to give an idea the projects consists of Equalizer , openFrameworks, an 
> in-house wrapper around Equalizer that makes Eq usage a bit simpler for our 
> usual application cases ( it has been used for some time and it works pretty 
> well )

How does it compare to Sequel? ANy chance of merging the two?

> Now OF does have its own GLEW-GLXEW stuff so at that point I thought that 
> there must be some kind of conflict between Eq and OF, on that end, although 
> a quick look didnt gave my any apparent hints. 

At this point I would really start using an external GLEW_MX library for both 
projects. FindGLEWMX in Equalizer should pick it up.

I hope we're using the same version?

> So as I mentioned I narrowed it down to the specific check on the Eq side 
> 
> if( !GLXEW_VERSION_1_3 && !GLXEW_SGIX_fbconfig ) { ... } 
> 
> and as a quick and dirty test I just commented out the specific part I was 
> able to run everything properly without any failures or weird results.. 
> 
> I definitely have to get into it in more detail though and understand why 
> this is happening.. 

These macros really just 'jump into' the GLXEWContext struct to look up values. 
You can probably just examine this struct in your debugger.

> Our most standard application case consists of multi-display walls where we 
> have a master machine and a cluster of renderers . 
> 
> So I suppose what we are mostly interested right now is being able to render 
> two outputs where each output renders half of the master output .( this is 
> just a test case -- Ideally this expands then to more nodes - displays etc .) 

Then just have a look at 2-node.eqc and modify the canvas wall.

> Hope this makes sense.. As for the pixel coordinates I understand your 
> thoughts but I was thinking that if all of these stuff reach a wider audience 
> and especially an openFrameworks audience it would maybe be simpler to work 
> with and logically understand it.. 

...until you want to do stereo or immersive, at which point it bites back since 
reality no longer matches your projection system.

> On the other hand if you have any other suggestions please let me know !! 

I'm really missing what the pixel correspondence is needed for. I got out on a 
limp and say 2D overlays - which one can easily render from frameViewFinish 
using Channel::applyScreenFrustum:

         * Apply an orthographic frustum for pixel-based 2D operations.         
 
         *                                                                      
 
         * One unit of the frustum covers one pixel on screen. The frustum is   
 
         * positioned relative to the view.                                     
 


HTH,

Stefan.
-- 
http://www.eyescale.ch
https://github.com/Eyescale/
http://www.linkedin.com/in/eilemann








--
View this message in context: 
http://software.1713.n2.nabble.com/Pixel-Coordinates-configuration-file-OF-Equalizer-tp7583381p7583402.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