4
I Use This!
Very Low Activity

News

Analyzed 1 day ago. based on code collected 2 days ago.
Posted about 11 years ago by [email protected] (Stefan Eilemann)
Hi Robert, Which version are you trying to compile? I was trying to reproduce, but gpusd has been replaced/renamed to hwsd. For me (Buildyard master) it is in share: ../../Build/install/share/Lunc hbox/CMake/options.cmake Arg, again the broken boost/windows relationship. They should get counselling.
Posted about 11 years ago by [email protected] (Robert Hauck)
Hi all I tried to compile Equalizer from the Git repo and got 2 errors (so far): First, gpusd searches for the wrong directory. In .\CMake\FindLunchbox.cmake, ln 79 it searches in ...share...., but it got installed in a the directory without share. So I could fix it by replacing ln 79 with
Posted about 11 years ago by [email protected] (Stefan Eilemann)
From [link] -> a month ago Create shared libraries for Boost build HTH, Stefan. -- View this message in context: [link] Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com.
Posted about 11 years ago by [email protected] (Stefan Eilemann)
Hi, Your best shot would probably be to use the three GPUs to render the two segments using cross-segment load-balancing. Have a look at the configs with a view_equalizer and the EGPGV paper to understand how it works. HTH, Stefan. -- View this message in context: [link]
Posted about 11 years ago by [email protected] (Stefan Eilemann)
Ok, then use the second approach from my last email (see below - the diff against 4-window.all.eqc) Yes, or: - directly render into framebuffer given by Equalizer - keep the pixels and pass them to a custom framwReadback \ Cheers, Stefan. -- [link] [link]
Posted about 11 years ago by [email protected] (Carlos Duelo)
Yes, I thought that I could do it as you mention but in the future using the tile_equalizer decomposition will give me many facilities, so I would like use it. Now, I have a application which render isosurfaces and I need to use more than one node so, equalizer seems my solution. My application
Posted about 11 years ago by [email protected] (Stefan Eilemann)
The tile equalizer decomposes the rendering of a single view into evenly-sized tiles. While this may be abused for your needs, you could simply write a loop decomposing the PixelViewport in even tiles in Channel::frameDraw. This is what Equalizer does. Did you run the example I mentioned?
Posted about 11 years ago by [email protected] (Carlos Duelo)
I want a simple application which fill each tile with a different colour. A simple example could be: where each letter is a tile with a different colour. My result is: The unique tile that is render is the first. My problem is that I do not know how to achive this "Each tile is read
Posted about 11 years ago by [email protected] (Stefan Eilemann)
This works for me (use a debug build to get the channel tainting): env EQ_TAINT_CHANNELS=1 ../../Build/Equalizer/bin/eqPl y --eq-config examples/configs/4-window.all. eqc --eq-layout Tile All tiles on the source channel are rendered at (0,0), on ... [More] top of each other. Each tile is read back correctly and assembled in the right place on the destination channel. [Less]
Posted about 11 years ago by [email protected] (Carlos Duelo)
Hi, I would like to understand how works the decomposition tile_equalizer, so I am trying to build a simple application using tile_equilizer in the config file which should render a picture where each tile has a different color. Something like a ... [More] chess table but with many colours. I am using the attached config file and my code for Channel::frameDraw( [Less]