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 > > > > > > > signature.asc (858 bytes) > <http://software.1713.n2.nabble.com/attachment/7585693/0/signature.asc> -- View this message in context: http://software.1713.n2.nabble.com/Suggestion-for-12-monitor-2-windows-setup-tp7585649p7585694.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

