Moved the discussion temporarily to the voreen forum.  Will update this 
list once a conclusion has been reached.

On 1/31/14 6:50 AM, Dr. Roman Grothausmann wrote:
> On 31/01/14 04:02, DRC wrote:
>> On 1/30/14 5:36 AM, Dr. Roman Grothausmann wrote:
>>> On 29/01/14 10:30, DRC wrote:
>>>> The bug is easily reproducible.  I am suspicious that it might have
>>>> something to do with the application's use of FBO's, but I'm not
>>>> entirely sure what the problem could be, as other apps that render to
>>>> FBO's are known to work with VGL.  The application is clearly calling
>>>> glXSwapBuffers() (via glutSwapBuffers()) to swap the back buffer to the
>>>> front buffer, so that means it has somehow transferred the image from
>>>> the FBO into the back buffer already, and thus VirtualGL should be
>>>> picking up the pixels.  Obviously it isn't, but after 5 hours of poring
>>>> over it, I have no clue.  I would suggest maybe contacting the voreen
>>>> developers to see if they can at least shed some light on how their
>>>> application is drawing pixels to the canvas.  That could give me a clue
>>>> as to why it isn't working properly in VGL.
>>>
>>> Many thanks for looking into this. I informed the voreen developers that 
>>> info is
>>> needed.
>
> There is an answer at:
> http://voreen.uni-muenster.de/forum/viewtopic.php?f=7&t=38&p=186#p184
>
> saying:
> "the CanvasRenderer uses a fragment shader to copy the content of its input
> color and depth textures to the viewport. The fragment shader is triggered by
> rendering a screen-aligned quad (see canvasrenderer.cpp lines 120--147)."
>
> Does that info help?
> Let me know if I can do anything else to support the debugging.
>
> Many thanks again
> Roman

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