On 7. Nov 2013, at 19:58, "cpapado [via Software]" <[email protected]> wrote:
> Awesome, I'll give it a shot. Which commit is it and on which repo? (Just > want to take a look at it while I'm at work in front of my windows machine). That's in Buildyard, but I think this would be more effective if I do it (and you focus on NSGL, for example). > Also, I've been giving some thought to potentially putting together an NSGL > back-end to EQ as time permits. Do you think there's some substantial benefit > to that (other than not requiring the installation of X11 on mac systems)? Definitely! I want to ditch AGL asap, but will realistically not have time to do NSGL. Btw, X11 is not needed as long as you stay 32 bit. AGL works just fine. > Also, from what I'm seeing, NSGL is exposed only in ObjC (the C++ API is > CGL). Is that a concern? This part I don't think so, but thread-safety may be a major issue. Afair, there are no guarantees in NSGL for threading. From my understanding this stems from the underlying windowing glue, I had to get creative with AGL already. I can dig up the emails from back then. Cheers, Stefan. signature.asc (210 bytes) <http://software.1713.n2.nabble.com/attachment/7584408/0/signature.asc> -- View this message in context: http://software.1713.n2.nabble.com/Bug-in-wgl-Pipe-pixel-viewport-detection-based-on-device-tp7584388p7584408.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

