Hello Bill,

William Thibault wrote:
> I'm using OpenSG 1.8 from CVS.
> I have a program using a shader that runs standalone, that I want to run 
> on a cluster
> along the lines of the Tutorials/*Cluster*.cpp example.
> 
> I need each server to use the same shader, but use different textures
> (these textures describe a calibration warp for the particular server).
> I'm not sure how to do anything about this in the server,
> since I was hanging my SHLChunk off of ChunkMaterials in the scene,
> and the server's scene is seemingly not under it's control.

in the most common scenario (one machine runs the application and a 
bunch of render/display servers) changes are basically distributed only 
in one direction (from app to the servers). In that case the server 
could make a change to a material after receiving it and things should 
keep on working.

BTW the ClusterWindow has support for some image based warping although 
right now I can't recall the trick to have each machine apply a 
different warp (I'm sure it's possible though). In 2.0 this has moved 
into a separate stage (DisplayFilterStaqe) so it is available 
independent of the cluster.

> (In a related question, is there a better way of applying a shader to
> the entire scene than searching for all the materials and adding it to 
> them all?)

not in 1.x I'm afraid, 2.0 has a ChunkOverrideGroup that in this case 
can be used to add the shader chunk.

        Cheers,
                Carsten

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