Hi Robert, thank you for quick replay.
robertosfield wrote:
> Hi Endre,
>
> Just to be clear, do you have your app running across all displays right
> now? Is it just the subloading that isn't working?
>
>
Yes, that is correct. What I did was to run the my application unchanged on the
multi-GPU computer, expand the application window by dragging the window
sidebar cross all 4 displays. Everything except the textures that are affected
by my subloading is working. For instance my "skybox" is rendered correctly on
all 4 displays. B.t.w. it is an xwWidget application if it matters.
robertosfield wrote:
>
> W.r.t subloading, this the unknown variable that makes it difficult to
> comment on. The best I can say is that osg::Texture* maintains a seperate
> OpenGL texture object for each graphics context. Have a look at the
> Texture*.cpp classes to see how these texture objects are managed.
>
>
I was thinking about the graphics contexts too, but I added a printout to my
sub-load callback, something like this:
Code:
...
void
MySubloadCallback::subload(const osg::TextureRectangle& texture,osg::State&
state) const {
const osg::Image* img = texture.getImage();
const unsigned int contextID = state.getContextID();
printf("ContextID = %d", contextID);
...
But I only get "ContextID = 0" printed. This makes me suspect that I have only
one graphics context.. I'm I right? This is where I cannot find any
documentation (or examples) on where to look. Sorry if I'm a bad searcher. Is
there a guide for how to setup multiple grapichs contexts (if I need them)
across multiple GPUs? I used to work on SGI computers and multi-pipe rendering
in the old days and maybe I'm not understanding how multi-GPU nowadays differs
from that. Is for instance the driver handling all this multiple GPU stuff so
that osg only sees one large screen?
Sincerely,
Endre
robertosfield wrote:
>
> Robert.
>
> On Thu, Apr 2, 2009 at 10:46 AM, Endre Lidal < ()> wrote:
>
> > Hi all!
> >
> > I'm searching for information on how OSG behaves and possible should be
> > setup in my application when running on a multi-display (4 monitors) in a
> > multi GPU (2 graphics cards) PC running Windows XP. I'm using OSG 2.6.1. I
> > have searched the forum/mailing lists and available documentation, but I
> > don't seem to get the right information about how to do this.
> >
> > I have an OSG application that runs correct on a one GPU/graphics card
> > system (with 2 monitors). The actual problem I'm seeing is the following: I
> > have created a custom subload texture callback to speed up texture
> > subloading (only subload the part of the texture that are actually
> > updated.) This works fine on a 1 GPU system, but the texture is not
> > subloaded on the displays on the second GPU. I have other textures that
> > uses the default texture subloading and these works in both setups. Afaik
> > the textures/texture objects has to be created and subloaded on both
> > GPU/graphics cards in order to make this work. But here is my problem,
> > where can I get information on how to do this?
> >
> > I would be grateful for any hints to my problem or any links to references
> > about this. Thank you.
> >
> > Sincerely,
> > Endre
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=9613#9613
> > (http://forum.openscenegraph.org/viewtopic.php?p=9613#9613)
> >
> >
> >
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > ()
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> >
>
>
>
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9623#9623
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