Re: multipipe problems, Need help, VLIB, MP, Boom, Fakespace

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Jim Helman (jimh++at++surreal)
Tue, 22 Nov 94 10:30:30 -0800


If you have two sproc threads rendering, you must synchronize them so
that only one at a time calls GL, which defeats the purpose of having
a second process for the second pipe. So, you need to fork and set up
explicit shared memory like Performer does.

If you want the app to run well on a single pipe, MCO machine, as
well, you need a mode where it will run with a single rendering
process driving multiple viewports in a single GL window. Otherwise,
with multiple windows on the same pipe you'd be context switching
between them at least once a frame and be unable to share textures.
With multiple processes rendering simultaneously to the same pipe,
you'd see even more gfx context switching and performance death.
In Performer-speak, you always need two pfChannels, but for MCO,
they are both on the same pfPipe.

It sounds like you need some Performer-based BOOM code. You might be
able to move your code over by using Performer's multiprocessing and
channel framework without a scene graph and doing all your own GL
rendering in callbacks.

rgds,

-jim helman

jimh++at++surreal.asd.sgi.com
415/390-1151


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