Hi, On 22. Dec 2011, at 16:52, DRC wrote:
> It's not documented, but you could leverage the autotest mechanism [...] That wouldn't work, because I need this information to build my (multi-GPU) configuration. > If you need to know of VGL's existence prior to that, you'd have to look > at the value of the LD_PRELOAD environment variable and see if it > contains "librrfaker.so". [...] That sounds like what I want - thanks! > Maybe if I understood what "doVglSpecificStuff()" is, I could give you a > more solid answer. I'm not sure why an application would want to change > up the way it renders because VirtualGL is present. Setup is a 3-GPU 'VGL-served' machine. With VGL present, I want: - two offscreen renderers using :0.1 and :0.2 contributing to: - one on-screen renderer rendering and assembling :0.1 and :0.2 using the forwarded DISPLAY (:10.0, redirected to :0.0 by VGL) without VGL I want: - three off-screen renders using :0.0-:0.2 contributing to: - one on-screen renderer only assembling :0.0-:0.2, shipped by X11/indirect glX Basically the VGL config saves one pixel readback/assemble. Using the non-VGL config with VGL works too, but is suboptimal. Cheers, Stefan. -- http://www.eyescale.ch http://www.equalizergraphics.com http://www.linkedin.com/in/eilemann ------------------------------------------------------------------------------ Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev _______________________________________________ VirtualGL-Devel mailing list VirtualGL-Devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/virtualgl-devel