Hi Marcus,

I have been playing around with BalancedMultiWindow to understand how it
works.. However, I couldnt make it work in stereo (active) using
StereoBufferVP in our application.. If I just switch the client window to
MultiDisplayWindow, everything works just fine.

Are you doing stereo projection with BalancedMW? Does anybody have any
suggestion?

It seems like the BalancedMW have the same issues of the SoftFirstWindow
about active stereo with StereoBufferVP. What do you think?

Thanks,
Olavo.

On 1/23/07, Marcus Roth <[EMAIL PROTECTED]> wrote:

Hi,

if you are able to run stereo with the MultiDisplayWindow, you simply
can change MultiDisplayWindow
to BalancedMultiWindow and you have sort first load balanced stereo
rendering. The BalancedMultiWindow
is a much more advanced version of SortFirstWindow. We are doing load
balancing on our 48 projector
stereo projection wall with this window.

Marcus

Dirk Reiners wrote:
>       Hi Olavo,
>
> Olavo Belloc wrote:
>
>> Hi all,
>>
>> We are still learning about the SortFirstWindow.
>> We are trying to develop a stereo sort-first application with
>> SortFirstWindow and two StereoBufferDecorator's and
>> ShearedStereoCameraDecorator's added to it. The application runs
>> normally but the stereo is not working.
>> We are doing our tests based on the testClusterClient application. We
>> modified it to support stereo with StereoBufferViewport. We have done
>> that just by substituting ColorBufferVP by the StereoBufferVP (and
>> setting the right and left buffers to true/false), and creating the
>> client window of the SortFirstWindow as a glut window with the
>> GLUT_STEREO flag (this modification was also done in the servers). We
>> have revised the code of testClusterClient, and we didnt find any other
>> necessary modification besides that. Is that right?
>>
>> In OpenSG 1.6
>> The stereo application with SortFirstWindow didnt work out, with
>> ColorBufferVP and neither with StereoBufferVP. We dont know why.. It
>> seems like the servers are rendering two images (viewports?), one over
>> another (the left eye over the right eye), and there is no stereo
effect
>> in the client and not even in the servers.
>>
>
> In 1.6 the servers didn't know/care about stereo, so that's not
unexpected.
>
>
>> In OpenSG 1.8 (dailybuild)
>> The SortFirstWindow worked out _only_ with the ColorBufferVP, the
>> composition in the client window is in stereo.
>> When we switch the application to use the StereoBufferVP, only the
>> servers are rendering in stereo, the composition in the client window
is
>> not! It seems like the composition is only the image of the left eye.
>>
>
> Looking at the code, yes, that's what happens.
>
>
>> Does anybody can help us with some experience on setting up
>> StereoBufferVP with the SortFirstWindow? Is that possible?
>>
>
> The SortFirstWindow was not written to support stereo rendering. What
happens
> right now is that the Image communication only sends a part of the
screen, but
> it doesn't know about stereo, so only the left eye image is displayed.
>
> To fix it you/I/somebody would have to extend the ClusterViewBuffer to
handle
> stereo in addition to the things it does already, and use that in
> SortFirstWindow::serverRender and SortFirstWindow::clientSwap. It would
make
> sense to extend the Viewport to have some sort of sctivate() method that
> switched to the right rendering mode (left/right and glViewport) and use
that to
> set things up. Because the image is already transfered independently for
each
> port it should not as hard as it might sound, but I don't have the free
capacity
> to do it right now. If somebody wants to give it a shot, I opened a
ticket
> (http://opensg.vrsource.org/trac/ticket/155) for it, please use that to
record
> problems/progress.
>
> Yours
>
>       Dirk
>
>
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