Hi Thanks a lot Stefan,

Im still trying to build Equalizer with Visual Studio 2012. I followed steps
provided here for Buildyard 

http://campar.in.tum.de/Main/EqualizerGithub

The steps i did :

- Download and install Boost binary
- Add boost dir into environment variables
- Install Cmake and Git
- Open Command Line
- Cd to Buildyard Dir
- execute "cmake ."

After i got visual studio solution (2012)

Build ALL_BUILD

Im getting this error :

 CMake Error at CMake/FindPackages.cmake:21 (find_package):
9>    By not providing "FindLunchbox.cmake" in CMAKE_MODULE_PATH this
project has
9>    asked CMake to find a package configuration file provided by
"Lunchbox",
9>    but CMake did not find one.
9>  
9>    Could not find a package configuration file provided by "Lunchbox"
9>    (requested version 1.8.0) with any of the following names:
9>  
9>      LunchboxConfig.cmake
9>      lunchbox-config.cmake
9>  
9>    Add the installation prefix of "Lunchbox" to CMAKE_PREFIX_PATH or set
9>    "Lunchbox_DIR" to a directory containing one of the above files.  If
9>    "Lunchbox" provides a separate development package or SDK, be sure it
has
9>    been installed.


Stefan Eilemann wrote
> 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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