Posted
almost 13 years
ago
by
[email protected]
(Stefan Eilemann)
It's the 2D area of the window used by the channel, in pixels. Using pv.w and pv.h would be a good start. Understanding glReadPixels and associated state (e.g. glRasterPos, glPixelStore) is essential. The Channel::frameReadback code does the same thing, though this is unnecessarily complex for your use case.
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Posted
almost 13 years
ago
by
[email protected]
(maxtangli)
Stefan Eilemann wrote I'm sorry, but I don't understand the concept of pixel viewport. I go through the website but I can't find any documents about it. the code should be like this: const eq::fabric::PixelViewport& pv = getPixelViewport();
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Posted
almost 13 years
ago
by
[email protected]
(Stefan Eilemann)
I mean using Channel::getPixelViewport for you read pixels. I'm pretty sure your read pixels (or setup) is wrong, we're using it in the compositing process and others did distortion correction with Eq already ([link]). HTH, Stefan.
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Posted
almost 13 years
ago
by
[email protected]
(maxtangli)
Stefan Eilemann wrote Hi, stefan. Thanks for your advice. But what do you mean by " take into account the pixel viewport"? I tried glReadPixels&glDrawPixels in Channel::frameViewFinish, but the results seems strange. Thanks. maxtangli -- View this message in context: [link]
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Posted
almost 13 years
ago
by
eile
We are pleased to announce the 1.4 beta release of the Eyescale open source packages. This release is a preview for testing the upcoming 1.4 stable release. It is the first modular release, and contains the following libraries and new features:
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Posted
almost 13 years
ago
by
[email protected]
(Stefan Eilemann)
All, We are pleased to announce the 1.4 beta release of the Eyescale open source packages. This release is a preview for testing the upcoming 1.4
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Posted
almost 13 years
ago
by
[email protected]
(Stefan Eilemann)
Mi Matteo, *Ideally* you do: First on render clients: unmap, delete Then on app Node: deregister, delete If you can't guarantee the order between render clients and app, that's not too bad since the master instance will forcefully unmap all
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Posted
almost 13 years
ago
by
[email protected]
(Matteo Hausner)
Hi Stefan, our project is nearing completion but still there are two issues remaining on which I could use your guidance: First of all I still have some issues when deleting SG-Nodes from my graph. I need to know when the right order of calls I have to do in order to get rid of an existing versioned distributed object.
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Posted
almost 13 years
ago
by
eile
Sometimes pieces just fall into place and you know you’re on the right track. While preparing the 1.4 beta release of our Eyescale software stack (Equalizer and friends), I needed to put the API documentation of all these projects on a web server. In the past, with Equalizer as a single project, I just had [...]
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Posted
about 13 years
ago
by
[email protected]
(Stefan Eilemann)
I suggest you do the reprojection (generating the pick ray) in Channel::handleEvent, send a custom ConfigEvent containing the pick ray to the application and do the ray/scene intersection when handling the event in Config::handleEvent. HTH, Stefan. -- View this message in context: [link]
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