Hi,

if you are able to run stereo with the MultiDisplayWindow, you simply 
can change MultiDisplayWindow
to BalancedMultiWindow and you have sort first load balanced stereo 
rendering. The BalancedMultiWindow
is a much more advanced version of SortFirstWindow. We are doing load 
balancing on our 48 projector
stereo projection wall with this window.

Marcus

Dirk Reiners wrote:
>       Hi Olavo,
>
> Olavo Belloc wrote:
>   
>> Hi all,
>>
>> We are still learning about the SortFirstWindow.
>> We are trying to develop a stereo sort-first application with 
>> SortFirstWindow and two StereoBufferDecorator's and 
>> ShearedStereoCameraDecorator's added to it. The application runs 
>> normally but the stereo is not working.
>> We are doing our tests based on the testClusterClient application. We 
>> modified it to support stereo with StereoBufferViewport. We have done 
>> that just by substituting ColorBufferVP by the StereoBufferVP (and 
>> setting the right and left buffers to true/false), and creating the 
>> client window of the SortFirstWindow as a glut window with the 
>> GLUT_STEREO flag (this modification was also done in the servers). We 
>> have revised the code of testClusterClient, and we didnt find any other 
>> necessary modification besides that. Is that right?
>>
>> In OpenSG 1.6
>> The stereo application with SortFirstWindow didnt work out, with 
>> ColorBufferVP and neither with StereoBufferVP. We dont know why.. It 
>> seems like the servers are rendering two images (viewports?), one over 
>> another (the left eye over the right eye), and there is no stereo effect 
>> in the client and not even in the servers.
>>     
>
> In 1.6 the servers didn't know/care about stereo, so that's not unexpected.
>
>   
>> In OpenSG 1.8 (dailybuild)
>> The SortFirstWindow worked out _only_ with the ColorBufferVP, the 
>> composition in the client window is in stereo.
>> When we switch the application to use the StereoBufferVP, only the 
>> servers are rendering in stereo, the composition in the client window is 
>> not! It seems like the composition is only the image of the left eye.
>>     
>
> Looking at the code, yes, that's what happens.
>
>   
>> Does anybody can help us with some experience on setting up 
>> StereoBufferVP with the SortFirstWindow? Is that possible?
>>     
>
> The SortFirstWindow was not written to support stereo rendering. What happens 
> right now is that the Image communication only sends a part of the screen, 
> but 
> it doesn't know about stereo, so only the left eye image is displayed.
>
> To fix it you/I/somebody would have to extend the ClusterViewBuffer to handle 
> stereo in addition to the things it does already, and use that in 
> SortFirstWindow::serverRender and SortFirstWindow::clientSwap. It would make 
> sense to extend the Viewport to have some sort of sctivate() method that 
> switched to the right rendering mode (left/right and glViewport) and use that 
> to 
> set things up. Because the image is already transfered independently for each 
> port it should not as hard as it might sound, but I don't have the free 
> capacity 
> to do it right now. If somebody wants to give it a shot, I opened a ticket 
> (http://opensg.vrsource.org/trac/ticket/155) for it, please use that to 
> record 
> problems/progress.
>
> Yours
>
>       Dirk
>
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