From: <t-l...@no...> - 2002-08-29 20:59:37
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Hello, Sorry to be asking such a broad question, but I've been working with the tilesort code for a couple of weeks now, and I'm still trying to surmount obstacles to a CAVE implementation. I stripped out the sorting function in the tilesort_bucket.c file, and wrote my own configuration scripts, so I am able to get a working system (I can broadcast the entire geometry and sort geometry based on a server's viewing frustum). My trouble now is being able to supply each server with its separate viewing parameters - specifically its own viewport and matrix stack. Even though the geometry can be sorted, it still needs the appropriate viewing transforms applied to it. The tilesort SPU appears to only be using one giant viewport and one matrix stack to run its servers (there seems to be one primary context that is accessed in the bucket sort algorithm to retrieve the transformation information). I want each server to have its own, and this doesn't seem possible with my understanding of the tilesort SPU architecture. Is there any documentation of the tilesort code? The comments haven't provided me with much help. I'm specifically interested in the relationship of the "contexts" to the servers and the spu, and how threading plays a role. Somewhat unrelated, I would like to be able to override the call to gluLookAt if possible. Since this isn't in the opengl library, would it be difficult to support it? If anyone could provide some help or advice, I'd be much obliged. tom |