[eq-dev] EqOgre

12 views
Skip to first unread message

Hagen

unread,
Nov 30, 2012, 12:34:39 PM11/30/12
to eq-...@equalizergraphics.com
I'm working on a project using equalizer and Ogre. I have been developing an
example on Fedora 17, with ogre 1.8.1 and equalizer 1.4. My code compiles
but when I run it, the next errors show up:

5261 /src/Equalizer/libs/eq/server/configUpdateSyncVisitor.h:115 439
eq::server::Channel initialization failed: Window not running (0x403f)
5261 /src/Equalizer/libs/eq/server/configUpdateSyncVisitor.h:115 439
eq::server::Window initialization failed: no error (0x0)

I have no idea what was is wrong and I hope you can help me with these
errors.

I have attached the code so you can give it a look.

Thanks in advance.

eqOgreModified.tar.gz
<http://software.1713.n2.nabble.com/file/n7581862/eqOgreModified.tar.gz>



--
View this message in context: http://software.1713.n2.nabble.com/EqOgre-tp7581862.html
Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com.

_______________________________________________
eq-dev mailing list
eq-...@equalizergraphics.com
http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev
http://www.equalizergraphics.com

Stefan Eilemann

unread,
Nov 30, 2012, 12:39:23 PM11/30/12
to Equalizer Developer List
Hi Hagen,

On 30. Nov 2012, at 18:34, Hagen <hage...@gmail.com> wrote:

> I'm working on a project using equalizer and Ogre. I have been developing an
> example on Fedora 17, with ogre 1.8.1 and equalizer 1.4. My code compiles
> but when I run it, the next errors show up:
>
> 5261 /src/Equalizer/libs/eq/server/configUpdateSyncVisitor.h:115 439
> eq::server::Channel initialization failed: Window not running (0x403f)
> 5261 /src/Equalizer/libs/eq/server/configUpdateSyncVisitor.h:115 439
> eq::server::Window initialization failed: no error (0x0)
>
> I have no idea what was is wrong and I hope you can help me with these
> errors.

Your Window::configInit method does return false -- well, it doesn't return anything so it might return false or true, in your case apparently false.


Cheers,

Stefan.

Hagen

unread,
Nov 30, 2012, 1:12:48 PM11/30/12
to eq-...@equalizergraphics.com
Thanks for your quick response!

I added the missing return and the error is gone, however, it does not
render anything... My program enters the framedraw method of the channel,
but it does not draw.

Hope you can give me some thoughts.

Thanks in advance.



--
View this message in context: http://software.1713.n2.nabble.com/EqOgre-tp7581862p7581864.html
Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com.

Hagen

unread,
Nov 30, 2012, 2:01:59 PM11/30/12
to eq-...@equalizergraphics.com
Never mind. I found that the problem was with Ogre transformations.

I commented the following lines of my code and it is now working!

// vmml::frustumf frust = getFrustum();
// window->setFrustum(frust.compute_matrix());
//
// Pipe* pipe = static_cast<Pipe*>( getPipe( ));
//
// Ogre::Vector3 relVec ( pipe->getFrameData().mTranslateVector.x,
// pipe->getFrameData().mTranslateVector.y,
// pipe->getFrameData().mTranslateVector.z);
//
// const Ogre::Radian tmpYaw(pipe->getFrameData().mRotX);
// const Ogre::Radian tmpPitch(pipe->getFrameData().mRotY);
//
// window->getCamera()->moveRelative(relVec);
// window->getCamera()->yaw(tmpYaw);
// window->getCamera()->pitch(tmpPitch);



--
View this message in context: http://software.1713.n2.nabble.com/EqOgre-tp7581862p7581865.html

Hagen

unread,
Mar 13, 2013, 10:00:12 PM3/13/13
to eq-...@equalizergraphics.com
I found a problem when I tested my code on a 3 wall CAVE. When I launch the
application, it appears that each wall of the cave runs its own version of
the application.

As an example, I created a simple ogre application that shows a penguin, a
ninja and a statue, so that the penguin is rendered on the central screen,
the ninja on the left wall, and the statue on the right.

However, it appears that the left and right walls are launching the
application again, displaying the penguin, ninja and statue. The central
wall displays the penguin and it seems that it is sending the ninja and
statue to the other walls.

I have no idea as to why that is happening. Hope anyone can give me some
insight to this issue.

I am attaching the code. I run it in codeblocks in Fedora 17.
eqOgre.tgz <http://software.1713.n2.nabble.com/file/n7582766/eqOgre.tgz>

Thanks.




--
View this message in context: http://software.1713.n2.nabble.com/EqOgre-tp7581862p7582766.html

Stefan Eilemann

unread,
Mar 14, 2013, 3:50:55 AM3/14/13
to eq-...@equalizergraphics.com
Hi,

On 14. Mar 2013, at 3:00, Hagen [via Software] <ml-node+s171...@n2.nabble.com> wrote:

> I found a problem when I tested my code on a 3 wall CAVE. When I launch the application, it appears that each wall of the cave runs its own version of the application.

I guess you're not taking into account the head transformation which rotate the frusta in place. In a CAVE all the projection matrices are the same (ignoring head tracking), and are positioned using the view matrix. I suspect Ogre drops the view transformation somewhere.


HTH,

Stefan.





--
View this message in context: http://software.1713.n2.nabble.com/EqOgre-tp7581862p7582772.html
Reply all
Reply to author
Forward
0 new messages