Hi Akos,
thanks for your hints, I am struggling now to
make a small OpenGL blended quad appear over my
OpenSG application, but with little results. Simply
it seems like my opengl code is utterly ignored.
I know that the program passed in the opengl
routines cause i hid some printfs inside the
function.
My code, in the cluster servers looks like
(i cannibalized the 12ClusterServer.cpp file):
void myglfunc ()
{
glPushMatrix ();
glViewport(0, 0, 512, 512);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 512, 0, 512, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
// glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glVertex2f(0.0, 0.0);
glVertex2f(0.0, 3.0);
glVertex2f(3.0, 3.0);
glVertex2f(4.0, 1.5);
glVertex2f(3.0, 0.0);
glEnd();
glPopMatrix();
}
void display()
{
// receive scenegraph and do rendering
server->render(ract);
// clear changelist
myglfunc();
OSG::Thread::getCurrentChangeList()->clearAll();
}
so that the OpenGL stuff should be over-impressed to
the former rendering. Now, why i can't see a thing?
thanks for the help,
enrico
Il lun, 2005-07-04 alle 20:46, Akos Balazs ha scritto:
> Hi Enrico, hi Dirk,
>
> On Mon, 4 Jul 2005, Dirk Reiners wrote:
> > On Mon, 2005-07-04 at 16:21 +0200, Enrico Borrione wrote:
> >
> >> Unfortunately i am still stuck on the first part. I dunno if it is even
> >> possible from the client side to get the server texture chunks and edit
> >> em separately. What do you think? Is it possible? If not... is there
> >> another fast way to achieve the very same result?
> > The easiest way would be to use a Foreground. The best bet right now is
> > the PolygonForeground, with a gradient texture. I know Akos has done
> > something similar. Akos, what did you end up doing?
>
> I simply modified the clusterServers to draw blended quads using plain
> OpenGL to cover the overlapped areas (left and/or right side) after
> rendering the OpenSG stuff. I actually never got around finishing it (i.e.
> playing around with the blending parameters) with the old Powerwall at the
> geoinformation-institute (and I don't have access to that wall currently)
> and on our Powerwall the overlap is much less of an issue, so I can't
> really say how well it works in practice.
>
> With the PolygonForeground approach you have the problem that you must
> have different Foregrounds on different servers, which might make your
> life a bit more difficult, but I've never tried that. Anyway, I believe
> that modifying the clusterServer is more practical since then you can
> forget about adding chunks and stuff into all of your applications/scenes,
> and once you get it right with your wall it will be completely transparent
> for your apps. BTW I use command line parameters to pass the information
> to the clusterServers about which sides to draw blends on, which are
> written into the scripts that start/stop the servers on the
> cluster-computers so that it's also transparent to the app. I think I sent
> the code to Khai Binh Duong to try it on their wall, perhaps he can
> comment on how well this method worked at their site.
>
> Hope this helps,
> Akos
>
>
>
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