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.
>
>
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>



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Adrian Egli
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