Hello,

thanks for the background, Adrian.

On 3. Dec 2008, at 10:14, 3dhelp (via Nabble) wrote:

> 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.

So my hunch was right. I think the integration should be done through  
the Camera(Node). You would basically have one camera per pipe  
(thread), which you setup at the beginning of Channel::frameDraw with  
the current contextual data, and then fire of the rendering.

> 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.

I think this would be suboptimal, as you have to duplicate things  
already done by Equalizer. Furthermore, it might prohibit some new  
features to work transparently.

> 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,

Depends what is called the 'camera'. Equalizer manages the projection  
(frustum) and view (head transform) part of the transformation chain.  
The application still manages the model part.


>
Cheers,

Stefan.


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