RE: multi-channel pipe with performer

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From: Dick Rous (dick++at++sgi.com)
Date: 05/18/2001 07:57:33


hi dick. ok, but in a four wall cave, you don't necessarily use four
pipes- you use two pipes and 2 channels per pipe (right?).

        You can indeed use 2 pipes and 2 (or 4 with stereo) channels per
pipe.
        The important thing is, not to draw to more than one drawable per
pipe
        (= Gfx board).
        With one pfPipeWindow (abstracting the OpenGL drawable) and multiple
        pfChannels (OpenGL viewports) you obey this rule.

similarly,
in a stereo app, you're rendering two contexts too - so, what i'm saying
i guess is that while i agree it's a performance hit it seems like it's
something that happens all the time as a necessary evil.

        For stereo, use 2 pfChannels per display channel (eg. CAVE wall).
        So, as an example, to display two CAVE walls from 1 pipe, create 1
        pfPipeWindow per pipe and 4 pfChannels ( 2 left, 2 right) associated
        2 by 2 to a physical (ircombine) channel.
        As these pfChannels are merely OpenGL viewports, you avoid the
context
        switch overhead you would incur by drawing into separate left and
        right drawables.

        So, it's not a necessary evil you cannot avoid. Just be careful when
        designing your app.

i was wondering specifically how to do it - i.e. with what performer objects
and settings.
 
        For an example how to implement stereo, look in
         /usr/share/Performer/src/sample/pguide/libpf/C/stereo.c

Hope this helps,

regards,

Dick.
____________________________________________________________________
Dick Rous SGI - European Technical Support
email: dick++at++sgi.com
phone: +31-35-6423160 fax: +31-35-6423162 VNET: 955-6868
mobile: +31-653-429834 ETS Central Phone: +44 8700 716 300

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