Hi Stefan,

once again thanks for your prompt reply and for bearing with me !

Maybe a bit of more info would help illustrate what the target is..

We have a project that will consist of 27 displays connected to 9 - renderers + 1-master each renderer handling 3 - screens with an NVIDIA Quadro K5000.

The project will be heavily media-content based i.e videos, images, animations, effects etc.

Although this is not a usual EQ test case we have decided to go with it since we still believe that this would be the best option for various reasons.

As a result this means that there is gonna be heavy development the next 2 - 3 months with SEQUEL as a base in order to create an interface that works relatively intuitively for people that havent worked before with EQ since there are more than 3 engineers that are gonna be working on this installation and have no experience at all with EQ.

Back to the main topic now.. Ideally I would like to have an app interface that is as close as possible to a usual interactive single threaded opengl application ( i.e setup, update, render, handle events ) since this feels more familiar to someone who hasnt worked before with EQ .

For setup and draw things are quite clear I believe but for updating I would personally prefer to expose an update function from inside seq::App . I was looking at seq::masterConfig::run and was thinking if it would be an option to update the various data between frameFinish and frameStart ..

Would that be a valid option you believe ??

Thanks,

Petros



On 2014-07-08 10:41, Stefan Eilemann wrote:
Hi Petros,

On 7. Jul 2014, at 15:37, Petros.Kataras [via Software] 
<[email protected]> wrote:

i.e data could be timestamps of videos for syncing across multiple nodes or 
attributes of a particle system and so on ..

Should all these stuff be handled from ViewData::update() in sequel terms ??
Very likely yes, since this gives you consistency wrt the rendered frame. You 
could update your objects using Collage functionality only, but this would run 
asynchronous to the rendering. For global state there is also the FrameData. In 
general people tend either to use a central registry (aka co::ObjectMap) or a 
tree-like structure of objects attached to FrameData or View.

I'm not sure if that answers your question.


Cheers,

Stefan.


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