Hi Benjamin,

Before heading off in any deep technical discussion I'd suggest answer
oneself a few questions.  The aim is to find an easy route to solving
whatever problem you have, going the cluster route might be
worthwhile, but then it might not be needed at all.

What is your motivation for going the cluster route?

Have you explored multiple CPU/GPU set ups on a single machine?

Have you fully explored scene graph/OpenGL optimization?

Robert.

On Fri, Feb 29, 2008 at 7:37 PM, Benjamin Eikel <[EMAIL PROTECTED]> wrote:
> Hello OpenSceneGraph community,
>
>  we want to use OpenSceneGraph for a parallel rendering system. The scene 
> graph
>  should be located on a central computer which gets the user input, modifies
>  the scene graph (with draggers) and displays the rendered image. The
>  rendering should be done on other computers. We want to use a sort-last
>  approach, where the geometry is distributed to these other computers and they
>  send back an image with depth information that is composed on the central
>  computer.
>  My question is: How can I get the nodes which are determined visible after
>  culling? I just want to know these nodes, so that I can get their vertex,
>  color, ... data and send it together with the current model-view matrix via
>  MPI to the other nodes. The other nodes should be able to render the objects
>  and they should not need an own scene graph themselves.
>  One solution I thought of is setting the DrawCallback on all Drawable nodes
>  inside the scenegraph. I think this own DrawCallback can read out the vertex,
>  color, ... arrays (for example if it is a Geometry node) and get the current
>  model-view matrix for that node and send the data.
>  Do you think this own DrawCallback is the right approach?
>
>  Regards,
>  Benjamin Eikel
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