Hi Johannes,
On 29. Jul 2013, at 18:09, Johannes Zarl [via Software]
<[email protected]> wrote:
> I'm trying to create an equalizer configuration file for a curved
> screen/powerwall setup. There are plenty of example configuration files, but
> I
> have trouble determining which file would be a good starting point for my
> use-
> case.
>
>
> Our cluster looks as follows:
>
> headnode
> n001 -> CurvedScreen-left
> n002 -> CurvedScreen-middle
> n003 -> CurvedScreen-right
>
> Nodes n00[1-3] each have one Quadro card with framelock (GSync2) driving one
> active-stereo projector.
>
> I want to have the main app-window (bino) running on the headnode, since that
> is the only node with a sound card. If possible, this should run in
> monoscopic
> mode. The three render-nodes should provide a single shared (stereoscopic)
> view into the scene.
>
>
> First question: Do I have my vocabulary right? Do the following statements
> match my scenario description?
>
> - The headnode gets an "appNode" entry
Yes.
> - The render nodes get a "node" entry, each.
Yes.
> - I need one pipe per node, corresponding to each X11-display
Yes.
> - I need one window per pipe
Yes.
> - Typically (i.e. in my use case) I have one channel per window
Yes.
> - My use case would require two canvases, one for the headnode/control-
> window, one for the curved screen.
Yes.
> - There is one segment per projector (i.e. 3 segments for the CurvedScreen
> canvas, plus one for the app-window)
Yes.
> - My setup could have one single layout, with one single view
Yes.
> - If I wanted to use head-tracking, I would need one observer
Yes, but that doesn't make sense for bino.
> - I can ignore compounds for now.
Yes.
> Regarding the canvas:
> - Do I need to define a wall?
For bino: doesn't matter in default mode.
For 3D apps: No, since it is curved. The canvas frustum gets inherited down to
the segments in a planar way, based on the Segment viewport.
The bino default mode only uses the 2D viewport of the segments/views to layout
the video. See the bino manual for a description of the two modes.
> - If so, how do I find the right corner-points for a non-planar projection?
By measuring them from your origin - the point where the normals from the wall
centers intersect.
> - What is the canvas->projection->hpr value?
It's an alternate way (to wall{}) of specifying a frustum. It's head-pitch-roll
angles, see the Programming Guide for an image.
Your wall needs four segments: three for the screen, and one for the appNode
*using only the left or right eye*. The ** bit makes the appNode render in mono.
> Since the segments are relative to the canvas: is there an easy way to
> convert
> the physical wall coordinates to relative ones?
The 2D viewports have no relation to reality, they are in normalized [0..1]
coordinates.
> Can I set the canvas in such a
> way that I can just use the physical wall coordinates for the segments?
I'm not sure I understand the question.
> Which of the example configuration files would be a good starting point for
> my
> setup?
2-node.eqc for the multinode stuff.
3-channel.curved if you want to configure the 3D stuff (aka not bino).
HTH,
Stefan.
--
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Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com.
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