Hi all The osgViewer::Viewer::frame does the whole mutlithreading stuff. means the method sync the whole scene graph for a safe update pass, then cull, draw, paging can continue in multithreaded passes, if the user has setup one of the different mutlithreading modes. This makes the integration into equalizer a hard stuff, but i am sure there are really nice integration variants. actually i tough much about the integartion but i don't get the time to implement it. i am too snow with time critical work. But i can suggest to have a deaper look into the osg::Camera / osg::CameraNode. May this would be the easiest way to integrate the osg into eq.
May there will not be a eq. like integartion for osg. may we just lunch a camera (part of the whole scene) on a rendering machine and readback the framebuffer and transfer it to the eq engine, where eq but to gether the parts. i am not yet sure how we should sync it with eq. as i think to understand eq, the eq manages the camera (main) and then it can be splitted the view frustum (final rendered view) into n cameras each of them render just a part, and finally the eq does put them together, may this would be the easiest way. but we should implement a prototype of such distributed rendering to get more information. may we can make use of osgViewer::Viewer but i am not sure. /adrian 2008/12/3 Stefan Eilemann <[EMAIL PROTECTED]> > > On 3. Dec 2008, at 5:46, Paul Pocock wrote: > > > Hi Stefan, > > > > A few questions I wanted to ask in regards to getting OSG running with > > EQ: With regards to Windowing Graphics contexts do I have to pass the > > eq::Channel graphics context to OSG / or perhaps create a new class > > combining osgViewer and eq::OSWindow? > > Both is possible. For compatibility reasons, I suggest using the > context created by Equalizer, and passing this to OSG. If that proves > to complicated, creating an osgViewer - eq::OSWindow bridge is the > alternative. > > > All calls to osgViewer::Viewer::frame must be done through > > Channel::frameDraw() ? > > Here I don't know enough of OSG. > > All rendering has to happen from Channel::frameDraw, and the > contextual data from Equalizer (buffer, viewport, frustum, head > transform) has to be used or passed to OSG. > > My hunch is that osgViewer::Viewer::frame does more than a render > traversal, e.g., stuff like multi-threading. Perhaps somebody else can > answer this? > > > Cheers, > > Stefan. > > > _______________________________________________ > eq-dev mailing list > [email protected] > http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev > http://www.equalizergraphics.com > -- ******************************************** Adrian Egli
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