[eq-dev] Get a valid context from pipe

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Robert Hauck

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Jan 21, 2010, 4:42:49 AM1/21/10
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Hello

How can I get a valid context from inside a pipe? There, the scenegraph gets
created and it uses OSG textures and at the moment it fails, because there
is no valid OpenGL context.

Is the pipe the right place to do that initialization?


Thanks
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Stefan Eilemann

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Jan 21, 2010, 4:53:46 AM1/21/10
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Hi,

On 21. Jan 2010, at 10:42, Robert Hauck [via Software] wrote:

> How can I get a valid context from inside a pipe?

You don't. The Window is the holder for the GL Context.

> There, the scenegraph gets created and it uses OSG textures and at the moment it fails, because there is no valid OpenGL context.
>
> Is the pipe the right place to do that initialization?

The right place would be Window::configInitGL. Use getSharedContextWindow() to determine in which window you have to do the initialization - you have to initialize only if you have no shared context window or if you are the shared context window.


HTH,

Stefan.

Robert Hauck

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Jan 21, 2010, 8:36:47 AM1/21/10
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Hi Stefan

I moved it and it works in the 1-pipe.eqc config. When I use the
3-Channel-cave config, I have only the rendering in the first channel, the
left one :-)

thanks
Robert
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Stefan Eilemann

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Jan 21, 2010, 8:39:43 AM1/21/10
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Hi Robert,

On 21. Jan 2010, at 14:36, Robert Hauck [via Software] wrote:

> I moved it and it works in the 1-pipe.eqc config. When I use the 3-Channel-cave config, I have only the rendering in the first channel, the left one :-)

My guess would be that your rendering code does not do the 'right thing' if the OpenGL viewport and scissor box does not start at 0,0.

You can verify that by setting a non-full channel viewport in config.eqc.


HTH,

Stefan.

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