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Analyzed about 3 hours ago. based on code collected about 18 hours ago.
Posted almost 13 years ago by eile
The last two weeks have been quiet, since I was on biking through Switzerland. Meanwhile, poor Daniel back at work churned through most of the Collage changes outlined in the last post. You can see the changes in the Collage endian branch on github, which will be merged back into master in the next couple […]
Posted almost 13 years ago by [email protected] (Stefan Eilemann)
Neuchatel, Switzerland - September 7, 2012 - Eyescale is pleased to announce the release of Equalizer 1.4. Equalizer is the standard framework to create and deploy parallel, scalable 3D applications. This modular release includes Collage 0.6, a ... [More] cross-platform C++ library for building heterogenous, distributed applications, GPU-SD 1.4, a C++ library and daemon for the discovery and announcement of graphics processing units using zeroconf networking and Lunchbox 1.4, a C++ library for multi-threaded programming. All software packages are available for free for commercial and non-commercial use under the LGPL open source license. [Less]
Posted almost 13 years ago by [email protected] (Stefan Eilemann)
Friends of bitten fruits, The preferred installation procedure for Equalizer, Lunchbox, gpusd and VMMLib 1.4 on your favorite operating system is now MacPorts. This allows easy installation for you, and easy third-party dependency management for us. Everything you need should be explained here: [link]
Posted almost 13 years ago by [email protected] (Stefan Eilemann)
Paul, all, FYI - I've just received the following email from the VRJuggler maintainer, see also [link] We have been working on this issue for VR Juggler for the past little bit. You may find it useful in looking at what we did to help direct/review ... [More] what you end up putting into Equalizer. You are right in your assessment below, you just need to change how the context is created for gl3/gl4. [Less]
Posted almost 13 years ago by [email protected] (Stefan Eilemann)
I'm going the old-school gdb + emacs route. Others are using QtCreator. Afaik internally they all use gdb. These are all uncritical. This is a follow-up to: This is a custom error your application generates. You should find the return false in your code. Interesting is why this extension is supposedely not supported - some GLEW usage error?
Posted almost 13 years ago by [email protected] (Stefan Eilemann)
Hi Evgeny, Correct, but this is only if you change the channel, which you shouldn't: if( Serializable::isDirty( DIRTY_CHANNEL ) && _channel ) commitChild< typename CH::Parent >( _channel->getWindow(), incarnation); Why do you ... [More] think you need the channel? I would imagine your code can simply skip over the if and commit the object, which will serialize the wall!? [Less]
Posted almost 13 years ago by [email protected] (Stefan Eilemann)
Hi Martin, Thanks for sharing this, looks really nice. I'll look into it and probably create a Buildyard config for it. Too bad your preference seems to be autoconf and not CMake. ;) Cheers, Stefan. -- View this message in context: [link]
Posted almost 13 years ago by [email protected] (Evgeny Ilyushkin)
Hello Stefan, everyone, I'm still trying to modify Equalizer to make Segment frusta updateable at each frame. I've got it to traverse down the Canvas to the Segment, but it needs а pointer to a channel type. eq/fabric/segment.ipp,58: commitChild< typename CH::Parent >( _channel->getWindow(), incarnation);
Posted almost 13 years ago by [email protected] (Martin Lambers)
Hi everyone, We released the source code to a Pacific Graphics short paper as free software (GPLv3): <[link]> This includes a renderer for planetary-scale terrain data, with support for Equalizer. Regards, Martin -- Computer Graphics and Multimedia Systems Group
Posted almost 13 years ago by eile
We’ve started working on making Collage endian safe to be able to communicate between an IBM BlueGene and X86 workstations. This requires that all data exchanges can be byte-swapped, which necessitates heavy refactoring. Long story short, this ... [More] stalled the 1.0 API definition since the API for Node/LocalNode is not yet final. Therefore I’ll throw in […] [Less]