Well, I haven´t tested that yet (adding the glut idle func to refresh the
render), but the problem, AFAICT is something related to the transmitted
data ratio over the networkt or something related to network handling..
because the scene gets rendered every  time something changes is the
client... so, if a mouse move occurs and, for example, it moves 10
coordinates, the scene will change 10 times and there will be 10 matrices
sent over the network to the servers and the scene will be rendered 10 times
at servers. The Idle func will not yield any visual result if there is no
change in the scene.
 Another important info is that if I run the SAME client and server at the
same machine using only this one machine and the same network settings
(connection type), the refresh ratio gets high because the data is sent over
the loopback interface.... So, why the delay is so high over a local area
network that used gigabyte bw? Do I need to use any advance class/ technic
rather than the simples one of the tutorial? Thanks!

Pablo


On Fri, Jan 9, 2009 at 9:17 PM, Garry Hoberg <[email protected]> wrote:

> Hi, Pablo!
>
> Did you add "glutIdleFunc(display);" to the setupGlut() ? I think without
> that line the scene ist only drawn when you move the mouse over the Client
> window.
>
> Regards,
> Garry
>
> > -----Ursprüngliche Nachricht-----
> > Von: "Pablo Carneiro Elias" <[email protected]>
> > Gesendet: 09.01.09 20:37:03
> > An: [email protected]
> > Betreff: [Opensg-users] Question about Simple OpenSG Clustering
>
> Hi all,
> >
> > I've been testing the basics of OpenSG clustering using the basic
> > OpenSG tutorial examples provided with OpenSG lib (12ClusterServer
> > and 13ClusterClient). The example uses a very simple scene that
> > contains only a torus but for some reason the FPS gets no more than 5.
> > Im using 2 machines in local network (Gigabyte network bandwith), one
> > for the two servers and other for the client. When I move the mouse
> > at clients black navigation window, the scene gets updated at servers
> > but the refresh rate is low. The tutorial uses simpleSceneManager at
> > client side to handle the simple scene. AFAIK, the only thing that is
> > being changed at every mouse move is the scene transformation that is
> > than sent over the servers to update the rendering. So, if SimpleSceneM
> > anager does it right, the change list of the scene at clients side is
> > fine and the only thing that needs to be sent is really a transformatio
> > n matrix.
> >
> > I've also tested the program using two connected p2p machines using a
> > cross-over cable to discard any network problem, but I've got the
> > same results.
> >
> > The question is, why the framerate is so slow? The're is anything I
> > can do to improve the performance? Is there any advanced classes/
> > techincs of OpenSG to implement this kind of test? Is that something
> > intrinsic of the distribution problem/implementation/architecture?
> >
> > Thank's
> >
> > Pablo
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>
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