On 23. May 2014, at 18:31, alinakipoglu [via Software] 
<[email protected]> wrote:

> In my application i will be drawing a separate scene graph for each window. 
> After i get this Equalizer  configuration working im i going to have an 
> OpenGL context and a thread created for each window? 

Context are per window, threads are per pipe (GPU).

> To have a valid resource (Textures, VBO, FBO, etc.) creation procedure on the 
> main thread (where i have interaction, scene graph manipulations and 
> application logic) do you advice to have a shared context on the main thread 
> for each renderer context created by the Equalizer? 

You should really manage your GL objects per GPU (pipe thread), once for 
thread-safety reasons, and more importantly because they are distinct for each 
GPU. Interactions, SG manipulation and other application logic should not need 
a GL context.

> If im not wrong, this way i can manipulate my scene graph directly and all 
> resources will be valid. The only thing i need is to share the scene graph 
> between threads and sharing OpenGL resources between contexts. I dont know if 
> there is a better way to design a solution for this problem? Any other 
> suggestions with Equalizer? 

Typically you do have a GL state/context object independent of the SG used by 
the render traversal, of which you also need to have at lease one per GPU. In 
short, you have one SG and one render visitor + GL state object per pipe render 
thread. The core SG typically does not know anything about OpenGL.


HTH,

Stefan.

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






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