Thanks Carsten,
does it means that we'll need to create our own window (field container)
that inherits from clusterwindow and implement method serverRender to
update/add viewports each frame?
Is there anything else you can think of we'll need to do to render using
clusterwindow? Our goal is actually to create a CAVE-like enviroment using
cluster, so none of available windows (child of clusterwindow) seems to fit
because each server must have its own projective geometry (using
OSGProjectionCameraDecorator at viewports and defining a plane of
projection).
Thanks
Pablo
On Mon, Mar 8, 2010 at 5:52 PM, Carsten Neumann <carsten_neum...@gmx.net>wrote:
> Hello Pablo,
>
> Pablo Carneiro Elias wrote:
> > well, I still got no success.. I found that just changing from
> > ClusterWindow to MultiDisplayWindow makes all to work (since Im
> > using only one viewport and one server (hservers x wservers = 1 x
> > 1), multidisplaywindow works just like the clusterwindow should. But
> > using the clusterwindow yields a black screen at servers.
>
> ah, sorry I was not precise enough when explaining that you can get the
> scene distribution working with only a ClusterWindow. ClusterWindow will
> essentially only distribute the scene for you, it does not make sure
> that viewports that exist on the client get added to the servers window
> (they get replicated on the server, but they don't get added to the
> server-local GLUTWindow or whatever windowing toolkit you use). That is
> something only MultiDisplayWindow takes care of.
>
> Cheers,
> Carsten
>
>
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