Just as a quick comment. One thing I have wondered about for doing cluster support was the possibility of roping in a scripting language to do all scene graph modifications and distribute these scripts to the nodes. I really don't know how viable this idea is yet, having never tried it, or ever
There is actually an cluster implementation of osg, im not sure if its updated lately, but its using MPI for communication.
and I know it distributes changes in the scenegraph, such as transforms, materials transparently...
Its called osgVR
http://www.nbi.dk/~gronager/osgVR.html
Now I know that
On 10/10/06, Anders Backman [EMAIL PROTECTED] wrote:
I said in the beginning we had some issues with the thought of having to do
explicit clustering, but now with Quad DualCore, multiGPU machines, who
needs clustering?
Who doesn't have it? ;-)
___
Thanks, Anders, I forgot about osgVR .
But to answer:
who needs clustering?
Those who want more than 8 display devices. :)
-donOn 10/10/06, Anders Backman [EMAIL PROTECTED] wrote:
There is actually an cluster implementation of osg, im not sure if its updated lately, but its using MPI for
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Don Burns wrote:
I'm afraid I cut my teeth on low level network programming and most tools
feel like overkill for this kind of application.
..snip..
UDP (DATAGRAM) packets can send up to a configurable (and queriable) amount
of data per packet.
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Hello,
Anders Backman wrote:
Its called osgVR
http://www.nbi.dk/~gronager/osgVR.html
Now I know that Michael hasn't updated the code for a while, but this
should
certainly work as a good starting point on what you want Jan.
Thanks for the
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Don Burns wrote:
Thanks, Anders, I forgot about osgVR .
But to answer:
who needs clustering?
Those who want more than 8 display devices. :)
-don
Also those who are hitting a fill-rate limit with less than 8 - remember
that PCI-E shares
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Hello,
I would like to ask the resident OSG gurus about a clustering solution
for OSG. We are attempting to build a new application for VR therapy
purposes on OSG, however there is a constraint that it has to run on
three different kinds of systems -
: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Monday, October 09, 2006 14:58
To: osg users
Subject: [osg-users] OSG and clustering
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Hello,
I would like to ask the resident OSG gurus about a clustering
Hi Jan,
First, let me assure you that clustering _is_ perfectly possible with
OSG. I've developed several simulators that use clustering for
multi-display rendering all based on OSG. That being said, there
is no specific built-in support for clustering in either Producer or
OSG.
We've talked
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Hello,
Thanks for quick answer, it provides me with some ammunition for the
further discussions.
Don Burns wrote:
Hi Jan,
snip
These trade-offs are quite application dependent. For a flight simulator,
for example, the scene itself stays quite
On 10/9/06, Jan Ciger [EMAIL PROTECTED] wrote:
The system should run in a CAVE where the clustering could be required(could - I am not familiar with their system yet). The problems thenwill be how to synchronize the movement of vehicles/insurgents orprojectile trajectories between the machines.
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Hello,
Don Burns wrote:
The luxury we have with many graphics clusters is that we can impose a
master/slave architecture, where the slaves are simply readers. Only the
master writes to shared buffers, and the slaves simply receive the updates
at
Hi Jan,On 10/9/06, Jan Ciger [EMAIL PROTECTED] wrote:
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master writes to shared buffers,
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