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From: Ade F. <ad...@te...> - 2006-12-08 17:11:10
|
I'm just trying to get Chromium (1.9) working with our new graphics cluster, and I have things working nicely over the first network interface of each machine (gigabit ethernet). However, we also have an Infiniband setup as the second network infrastructure and I am struggling to get this going. I have tried both the IB and SDP layers. Got a really strange error with IB and noted the recommendation on this list from Mike Houston that the SDP layer is better for use. However, with that I am having the problem of getting the hostname and IP addresses to match. The Chromium Docs suggest that setting CR_SDP_SUFFIX is necessary to represent that fact that our Infiniband interfaces are named 'hostname-ib', but this doesn't seem to be working. I am getting the Mothership not heard of 'hostname', expected 'hostname-ib' (as specified in the config file). I have tried with IP addresses, and with and without the '-ib' in both the config file and the CRMOTHERSHIP variable, but to no avail. Is there any particularly suggested practice here that might help me? Really eager to get this going, as after a year or so away from Cr, it's nice to be back playing with things, and this time on kit that can actually run it well! Thanks Ade |
From: Daniel E. S. <dan...@gm...> - 2006-11-28 15:48:35
|
Hi all, I am trying to modify the GL stream that chromium is sending to the render nodes to only modify the ModelView Matrix. I override all the usual suspects and don't allow calls to things like glViewport, glOrtho, glMultMatrix(when not in ModelView), etc. However, even with making all of these calls as no-ops(which I verified with logging) the Projection Matrix on the render nodes is still being affected. I also looked at crserverlib code and found it may have been setting up viewports in there too...but I don't really know enough about how chromium sets up remote viewport to intelligently mess with the code. So, my question is how does chromium set up the remote viewports and where do I need to intercept those calls to make sure that the Projection Matrix is not touched on render nodes. -Dan |
From: Daniel E. S. <dan...@gm...> - 2006-11-20 16:44:01
|
When updating the CVS version of Chromium from the 8/31/06 copy, crappfaker no longer starts up as expected and instead just starts rendering the GL application that was passed to it. However, when you preload the crfaker lib everything works as expected. See the output from the two different runs below: [dshipton@regatta ~]$ crappfaker CR Warning(regatta:11436): Couldn't find the CRMOTHERSHIP environment variable, defaulting to localhost CR Debug(regatta:11436): In crNetConnectToServer( "localhost", port=10000, mtu=8096, broker=0 ) CR Debug(regatta:11436): Connecting to regatta.infiscape.com on port 10000, with protocol tcpip CR Debug(regatta:11436): Done connecting to localhost (swapping=0) 3186.6 fps [dshipton@regatta ~]$ LD_PRELOAD=libcrfaker.so crappfaker CR Warning(regatta:11441): Couldn't find the CRMOTHERSHIP environment variable, defaulting to localhost CR Debug(regatta:11441): In crNetConnectToServer( "localhost", port=10000, mtu=8096, broker=0 ) CR Debug(regatta:11441): Connecting to regatta.infiscape.com on port 10000, with protocol tcpip CR Debug(regatta:11441): Done connecting to localhost (swapping=0) CR Debug(regatta:11442): In crNetConnectToServer( "localhost", port=10000, mtu=8096, broker=0 ) CR Debug(regatta:11442): Connecting to regatta.infiscape.com on port 10000, with protocol tcpip CR Debug(regatta:11442): Done connecting to localhost (swapping=0) CR Debug(regatta:11442): SPU 1/1: (1) "pack" CR Debug(regatta:11442): Initializing error SPU CR Debug(regatta:11442): Initializing pack SPU CR Warning(regatta:11442): Couldn't find the CRMOTHERSHIP environment variable, defaulting to localhost CR Debug(regatta:11442): In crNetConnectToServer( "localhost", port=10000, mtu=8096, broker=0 ) CR Debug(regatta:11442): Connecting to regatta.infiscape.com on port 10000, with protocol tcpip CR Debug(regatta:11442): Done connecting to localhost (swapping=0) CR Debug(regatta:11442): In crNetConnectToServer( "tcpip://regatta.infiscape.com:7000", port=7000, mtu=1048576, broker=1 ) CR Debug(regatta:11442): Connecting to regatta.infiscape.com on port 7000, with protocol tcpip CR Warning(regatta:11442): Couldn't find the CRMOTHERSHIP environment variable, defaulting to localhost CR Debug(regatta:11442): In crNetConnectToServer( "localhost", port=10000, mtu=8096, broker=0 ) CR Debug(regatta:11442): Connecting to regatta.infiscape.com on port 10000, with protocol tcpip CR Debug(regatta:11442): Done connecting to localhost (swapping=0) Any ideas? -Daniel |
From: Harviainen <tat...@tm...> - 2006-11-17 22:19:18
|
Hello all, First of all, I'd like to thank everyone who has been involved in the Chromium development. Chromium has been a great help for me as I have been working on a two wall Cave -like system. Recently I've been trying to run Wings 3D (a neat open source polygon modeling app) with Chromium but this has caused a problem that I haven't been able to solve. For some reason the SDL based window management of Wings causes Chromium to open multiple rendering windows on the server node. First, when Chromium is set up and application starts, multiple crserver rendering windows open in the server node and after that, a new window is opened every time the blank application window in the client node is resized. I'm running Chromium 1.9 debug build on two PCs, one running mothership and application with crfaker.dll and other running the crserver. I tried to inspect this issue and it seems that Wings is calling wglCreateContext several times when it starts, trying to initialize different opengl modes. Wings also sends wglCreateContext each time the application window is resized on client node. It looks like these wgl calls are changed into WindowCreate events by Chromium when they arrive to the server node. Can anyone explaing what is causing this or give some suggestions how I could prevent crserver from opening multiple windows? Any help would be greatly appreciated. Thanks! Tatu Harviainen |
From: Brian P. <bri...@tu...> - 2006-11-17 15:10:18
|
James Supancic wrote: > Texture Combine not supported? Why? > > I have an OpenGL program that isn't rendering properly, the print SPU > tells me that it is calling: > TexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ) > TexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ) > TexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR ) > TexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ) > TexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ) > TexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE, GL_LINES ) > TexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE ) > TexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ) > TexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR ) > TexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA ) > TexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE ) > TexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, GL_LINES ) > > I noticed that the Chromium documentation says > "Texture Combine test (Test number #85) not supported (not an error)." > > I noticed that the above shows that the program is setting the > GL_COMBINE_RGB and GL_COMBINE_ALPHA. > > Could the problem with my program be related to the lack of support > for Texture Combine? If yes, why isn't this supported? GL_ARB_texture_env_combine is supported. The results from the conformance tests haven't been updated in quite a while. -Brian |
From: James S. <arr...@gm...> - 2006-11-16 22:22:48
|
Texture Combine not supported? Why? I have an OpenGL program that isn't rendering properly, the print SPU tells me that it is calling: TexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ) TexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ) TexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR ) TexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ) TexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ) TexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE, GL_LINES ) TexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE ) TexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ) TexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR ) TexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA ) TexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE ) TexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, GL_LINES ) I noticed that the Chromium documentation says "Texture Combine test (Test number #85) not supported (not an error)." I noticed that the above shows that the program is setting the GL_COMBINE_RGB and GL_COMBINE_ALPHA. Could the problem with my program be related to the lack of support for Texture Combine? If yes, why isn't this supported? Thank you for your time, James Steven Supancic III |
From: <lia...@26...> - 2006-11-09 23:17:13
|
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From: <lia...@26...> - 2006-11-09 08:47:49
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From: Paul N. <Pau...@Su...> - 2006-10-29 20:56:56
|
Hi Brian, You were spot on, it was that we had 256*1024 MTU size in the config file, which would be OK if we had IB set up, but needed to be reduced for GbE. Many thanks, Paul. Brian Paul wrote: > Paul Needle wrote: >> Thanks Brian for your response. >> >> We put together a DMX config today and used the render_to_app_window >> as part of the dmx.conf, which solved point 1. However, we now have >> an issue where the app hangs for about 5 seconds and then works fine >> for about another 5 seconds, then hangs again, etc. It could be to do >> with using GbE, as we are waiting for Infiniband switches, etc. >> However, what doesn't seem to add up is that when running VMD over >> DMX (app on master, rendered on slave) and not Chromium, we get good >> performance, however, once you put Chromium into the mix, the >> performance issues outlined above occur. >> >> Any pointers as to how to best debug what is going on would be much >> appreciated. > > Hmmm, that's weird. I'd probably run with gdb, interupt the program > during one of the pauses, and see where I am, then maybe add some > instrumentation to see where the time is going. > > Might also experiment with a smaller/larger MTU in the .conf file. > > -Brian |
From: Brian P. <bri...@tu...> - 2006-10-26 23:05:08
|
Paul Needle wrote: > Thanks Brian for your response. > > We put together a DMX config today and used the render_to_app_window as > part of the dmx.conf, which solved point 1. However, we now have an > issue where the app hangs for about 5 seconds and then works fine for > about another 5 seconds, then hangs again, etc. It could be to do with > using GbE, as we are waiting for Infiniband switches, etc. However, what > doesn't seem to add up is that when running VMD over DMX (app on master, > rendered on slave) and not Chromium, we get good performance, however, > once you put Chromium into the mix, the performance issues outlined > above occur. > > Any pointers as to how to best debug what is going on would be much > appreciated. Hmmm, that's weird. I'd probably run with gdb, interupt the program during one of the pauses, and see where I am, then maybe add some instrumentation to see where the time is going. Might also experiment with a smaller/larger MTU in the .conf file. -Brian |
From: Paul N. <Pau...@Su...> - 2006-10-25 21:15:04
|
Thanks Brian for your response. We put together a DMX config today and used the render_to_app_window as part of the dmx.conf, which solved point 1. However, we now have an issue where the app hangs for about 5 seconds and then works fine for about another 5 seconds, then hangs again, etc. It could be to do with using GbE, as we are waiting for Infiniband switches, etc. However, what doesn't seem to add up is that when running VMD over DMX (app on master, rendered on slave) and not Chromium, we get good performance, however, once you put Chromium into the mix, the performance issues outlined above occur. Any pointers as to how to best debug what is going on would be much appreciated. Kind regards, Paul. Brian Paul wrote: > Paul Needle wrote: >> Hi, >> When I try to run applications (VMD/OpenSceneGraph) through Chromium, >> I have a few issues I can't work through: >> 1. Chromium splits the mouse control of the application into a >> separate window, with the actual display window being shown full >> screen separately. > > The 'render_to_app_window' option can be used to tell Chromium to > render back into the original application window. > > >> 2. Even though I am using the 'fullscreen' option from the render spu >> and even though the actual display window is full screen, the actual >> images only show up on a quarter of the screen. > > The render SPU is just using whatever viewport parameters the > application gives it. So, the viewport size in the render SPU window > is probably equal to the app window's size. > > With the tilesort SPU you can scale up rendering to match the render > SPU's window size. > > >> 3. Chromium can't interpose on scripts as easily as binaries, you >> need to mess around with the LD_LIBRARY_PATH variable within the >> application script (this one is not so much of a problem, as we have >> found a workaround more or less for this). > > Yeah, the only alternative to hacking the shell script is to put all > the Chromium libs in a standard location (like /usr/local/lib/) and/or > setting up various symlinks. > > -Brian |
From: Brian P. <bri...@tu...> - 2006-10-25 15:23:43
|
Paul Needle wrote: > Hi, > > When I try to run applications (VMD/OpenSceneGraph) through Chromium, I > have a few issues I can't work through: > > 1. Chromium splits the mouse control of the application into a separate > window, with the actual display window being shown full screen separately. The 'render_to_app_window' option can be used to tell Chromium to render back into the original application window. > 2. Even though I am using the 'fullscreen' option from the render spu > and even though the actual display window is full screen, the actual > images only show up on a quarter of the screen. The render SPU is just using whatever viewport parameters the application gives it. So, the viewport size in the render SPU window is probably equal to the app window's size. With the tilesort SPU you can scale up rendering to match the render SPU's window size. > 3. Chromium can't interpose on scripts as easily as binaries, you need > to mess around with the LD_LIBRARY_PATH variable within the application > script (this one is not so much of a problem, as we have found a > workaround more or less for this). Yeah, the only alternative to hacking the shell script is to put all the Chromium libs in a standard location (like /usr/local/lib/) and/or setting up various symlinks. -Brian |
From: Paul N. <Pau...@Su...> - 2006-10-23 18:08:23
|
Hi, When I try to run applications (VMD/OpenSceneGraph) through Chromium, I have a few issues I can't work through: 1. Chromium splits the mouse control of the application into a separate window, with the actual display window being shown full screen separately. 2. Even though I am using the 'fullscreen' option from the render spu and even though the actual display window is full screen, the actual images only show up on a quarter of the screen. 3. Chromium can't interpose on scripts as easily as binaries, you need to mess around with the LD_LIBRARY_PATH variable within the application script (this one is not so much of a problem, as we have found a workaround more or less for this). I have included my .conf file below. Many thanks, Paul. # Copyright (c) 2001, Stanford University # All rights reserved # # See the file LICENSE.txt for information on redistributing this software. import sys sys.path.append( '../server' ) from mothership import * if len(sys.argv) > 3 or len(sys.argv) < 2: print 'Usage: %s <demo> [spu]' % sys.argv[0] sys.exit(-1) demo = sys.argv[1] if len(sys.argv) == 3: clientspuname = sys.argv[2] else: clientspuname = 'pack' server_spu = SPU( 'render' ) client_spu = SPU( clientspuname ) W = 1280 H = 1024 server_spu.Conf( 'window_geometry', [0, 0, W, H] ) server_spu.Conf( 'fullscreen', 1) server_spu.Conf( 'swap_master_url', "" ) #client_spu.Conf( 'draw_bbox', 1 ) server_node = CRNetworkNode( 'visdemo' ) #sps = SPU('print') #sps.Conf('log_file', 'slog') #server_node.AddSPU( sps ) server_node.AddSPU( server_spu ) if (clientspuname == 'tilesort' ): server_node.AddTile( 0, 0, W, H ) client_node = CRApplicationNode( 'vismaster' ) #client_node.AddSPU( SPU('expando') ) #ps = SPU('print') #ps.Conf('log_file', 'log') #client_node.AddSPU( ps ) client_node.AddSPU( client_spu ) client_spu.AddServer( server_node, 'tcpip' ) client_node.SetApplication( demo ) client_node.StartDir( crbindir ) #client_node.StartDir( "/home/brian/51/tests/" ) cr = CR() cr.MTU( 1024*1024 ) cr.AddNode( client_node ) cr.AddNode( server_node ) cr.Go() |
From: Paul M. <p.e...@ru...> - 2006-10-19 08:00:53
|
Hello Jonathan, Jonathan Pierce wrote: > I should preface this by saying I'm completely new to Chromium. I'm > planning on setting up a mini-cluster of four machines just to test > it out and get my feet wet before committing to any large-scale > projects. One of the things I was wondering is whether or not there > would be any improvement in using Nvidia cards with g-sync > capabilities, and whether or not anything extra would need to be I tested the synchronized swapping that NVidia provides through GLX extensions with Chromium, but either the API's have changed too much or I'm doing something wrong, but I couldn't get them to work. The calls to the extensions are present in the Chromium code, though, however some of them fail. > configured within Chromium. I dug through the documentation a > little, but wasn't able to find anything about it. The settings related to NVidia swap-locking can be set as options to the Render SPU. I do intend to pick this up again in the near future, but if you have any interesting experiences yourself, I'd be interested to hear them. Regards, Paul PS Are you using the extensions with any other (non-chromium) application? > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > Chromium-users mailing list > Chr...@li... > https://lists.sourceforge.net/lists/listinfo/chromium-users -- Paul Melis VR Specialist, Center for High-Performance Computing & Visualization, University of Groningen, The Netherlands T: +31 50 363 9298 E: p.e...@ru... W: http://www.rug.nl/rc/hpcv/index |
From: Jonathan P. <jon...@lo...> - 2006-10-19 01:04:32
|
Hi All, I should preface this by saying I'm completely new to Chromium. I'm planning on setting up a mini-cluster of four machines just to test it out and get my feet wet before committing to any large-scale projects. One of the things I was wondering is whether or not there would be any improvement in using Nvidia cards with g-sync capabilities, and whether or not anything extra would need to be configured within Chromium. I dug through the documentation a little, but wasn't able to find anything about it. Thank you, Jonathan |
From: Yusuke T. <yus...@ai...> - 2006-09-29 12:40:24
|
Hi, Brian, > Yusuke Tanimura wrote: > > Hi, Brian and Joseph, > > > > Thanks for your reply. > > > > I added 'array' spu to clientnode in my autodmx.conf but the image is > > still not clear. I attached a capture image of my screens. > > > > clientnode = CRApplicationNode( ) > > clientnode.SetApplication( program ) > > + clientnode.AddSPU( SPU('array') ) > > clientnode.AddSPU( tilesortspu ) > > clientnode.Conf('track_window_size', 1) > > clientnode.Conf('track_window_position', 1) > > > > Is this a resoluation problem? > > I'd guess it's a bug in the tilesort SPU. Maybe related to texture > level of detail bias. > > I don't have time to investigate, sorry. > > -Brian Thanks for your reply. I will keep watching this issue and let you know if I can solve the problem. --- Yusuke Tanimura Grid Technology Research Center National Institute of AIST, Japan |
From: yun <yu...@nc...> - 2006-09-28 03:58:46
|
Dear All, I download cr-1.9 and setup whole environment of tiled display. Everything is ok to show application on tiled display. When I try to display the application to remote machine, it can't work. I use "DISPLAY={IP}:0 ./crappfaker" to load application The original application can be shown on remote machine, but chromium screen be shown, too. I just want the original application to be shown on remote machine, and the chromium screen still be shown on render machine (tiled display). Is there any idea to solve it? Best Regards, -- Max Yu Nation Center for High-Performance Computing, Taiwan |
From: Brian P. <bri...@tu...> - 2006-09-27 14:03:02
|
Yusuke Tanimura wrote: > Hi, Brian and Joseph, > > Thanks for your reply. > > I added 'array' spu to clientnode in my autodmx.conf but the image is > still not clear. I attached a capture image of my screens. > > clientnode = CRApplicationNode( ) > clientnode.SetApplication( program ) > + clientnode.AddSPU( SPU('array') ) > clientnode.AddSPU( tilesortspu ) > clientnode.Conf('track_window_size', 1) > clientnode.Conf('track_window_position', 1) > > Is this a resoluation problem? I'd guess it's a bug in the tilesort SPU. Maybe related to texture level of detail bias. I don't have time to investigate, sorry. -Brian |
From: Daniel E. S. <dan...@gm...> - 2006-09-22 20:29:36
|
I have tracked the problem down farther. When I use buGLe to look at the GL stream coming from my custom server application I don't actually see any of the GL calls that are being made over the wire... I had some other GL calls for drawing other things that confused me and I thought those were the application's GL stream. Any ideas on how to capture all GL calls from the custom server that mixes GL calls from the server program and those that are coming off the wire as well? -Dan On 9/22/06, Daniel E. Shipton <dan...@gm...> wrote: > > Hello all, > > I have an application that is processing the crServer loop by hand. It > looks like so... > NOTE: has_swapped gets set to 1 when glXSwapBuffers is seen within the > stream. > also, the glEnables are to explain my example > > // Draw graphics off the GL stream > glPushMatrix(); > glEnable(GL_LIGHTING); > glEnable(GL_LIGHTING); > glEnable(GL_LIGHTING); > while (cr_server.has_swapped != 1) > { > if(cr_server.run_queue != NULL) > { > crServerServiceClients(); > } > } > cr_server.has_swapped = 0; > glDisable(GL_LIGHTING); > glDisable(GL_LIGHTING); > glDisable(GL_LIGHTING); > glPopMatrix(); > > When the code is compiled and ran the buGLe log shows: > > trace.call: glPushMatrix() > trace.call: glEnable(GL_LIGHTING) > trace.call: glEnable(GL_LIGHTING) > trace.call: glEnable(GL_LIGHTING) <-- Over the wire drawing should > begin here. > trace.call: glDisable(GL_LIGHTING) > trace.call: glDisable(GL_LIGHTING) > trace.call: glDisable(GL_LIGHTING) > trace.call: glPopMatrix() > trace.call: glPushAttrib(GL_ALL_ATTRIB_BITS) <-- but begins here... > trace.call: glGetBooleanv(GL_LIGHTING, 0x43c06bbb -> GL_FALSE) > trace.call: glGetBooleanv(GL_LIGHT0, 0x43c06bba -> GL_TRUE) > trace.call: glMaterialfv(GL_FRONT, GL_AMBIENT, 0x43c06ba0 -> { 0.1, 0.1, > 0.1, 1 }) > trace.call: glMaterialfv(GL_FRONT, GL_SHININESS, 0x43c06b90 -> 50) > trace.call: glMaterialfv(GL_FRONT, GL_SPECULAR, 0x43c06b70 -> { 1, 1, 1, 1 > }) > trace.call: glMaterialfv(GL_FRONT, GL_DIFFUSE, 0x43c06b80 -> { 0.7, 0.7, > 0.7, 1 }) > trace.call: glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) > trace.call: glEnable(GL_COLOR_MATERIAL) > trace.call: glDisable(GL_TEXTURE_2D) > trace.call: glDisable(GL_TEXTURE_1D) > trace.call: glPushMatrix() > trace.call: glLoadIdentity() > trace.call: glBegin(GL_LINES) > trace.call: glColor3f(1, 0, 0) > trace.call: glVertex3fv(0x43c06b30 -> { 0, 0, 0 }) > trace.call: glVertex3fv(0x43c06b60 -> { 3.28, 0, 0 }) > trace.call: glColor3f(0, 1, 0) > trace.call: glVertex3fv(0x43c06b30 -> { 0, 0, 0 }) > ..... > > I tried calling getNextClient with GL_TRUE (block)...but it had no effect. > > > So my question is how to make sure that the stream has been deserialized > into GL calls before I can continue making GL calls? > > -Dan > > |
From: Daniel E. S. <dan...@gm...> - 2006-09-22 16:21:55
|
Hello all, I have an application that is processing the crServer loop by hand. It looks like so... NOTE: has_swapped gets set to 1 when glXSwapBuffers is seen within the stream. also, the glEnables are to explain my example // Draw graphics off the GL stream glPushMatrix(); glEnable(GL_LIGHTING); glEnable(GL_LIGHTING); glEnable(GL_LIGHTING); while (cr_server.has_swapped != 1) { if(cr_server.run_queue != NULL) { crServerServiceClients(); } } cr_server.has_swapped = 0; glDisable(GL_LIGHTING); glDisable(GL_LIGHTING); glDisable(GL_LIGHTING); glPopMatrix(); When the code is compiled and ran the buGLe log shows: trace.call: glPushMatrix() trace.call: glEnable(GL_LIGHTING) trace.call: glEnable(GL_LIGHTING) trace.call: glEnable(GL_LIGHTING) <-- Over the wire drawing should begin here. trace.call: glDisable(GL_LIGHTING) trace.call: glDisable(GL_LIGHTING) trace.call: glDisable(GL_LIGHTING) trace.call: glPopMatrix() trace.call: glPushAttrib(GL_ALL_ATTRIB_BITS) <-- but begins here... trace.call: glGetBooleanv(GL_LIGHTING, 0x43c06bbb -> GL_FALSE) trace.call: glGetBooleanv(GL_LIGHT0, 0x43c06bba -> GL_TRUE) trace.call: glMaterialfv(GL_FRONT, GL_AMBIENT, 0x43c06ba0 -> { 0.1, 0.1, 0.1, 1 }) trace.call: glMaterialfv(GL_FRONT, GL_SHININESS, 0x43c06b90 -> 50) trace.call: glMaterialfv(GL_FRONT, GL_SPECULAR, 0x43c06b70 -> { 1, 1, 1, 1 }) trace.call: glMaterialfv(GL_FRONT, GL_DIFFUSE, 0x43c06b80 -> { 0.7, 0.7, 0.7, 1 }) trace.call: glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) trace.call: glEnable(GL_COLOR_MATERIAL) trace.call: glDisable(GL_TEXTURE_2D) trace.call: glDisable(GL_TEXTURE_1D) trace.call: glPushMatrix() trace.call: glLoadIdentity() trace.call: glBegin(GL_LINES) trace.call: glColor3f(1, 0, 0) trace.call: glVertex3fv(0x43c06b30 -> { 0, 0, 0 }) trace.call: glVertex3fv(0x43c06b60 -> { 3.28, 0, 0 }) trace.call: glColor3f(0, 1, 0) trace.call: glVertex3fv(0x43c06b30 -> { 0, 0, 0 }) ..... I tried calling getNextClient with GL_TRUE (block)...but it had no effect. So my question is how to make sure that the stream has been deserialized into GL calls before I can continue making GL calls? -Dan |
From: Brian P. <bri...@tu...> - 2006-09-22 14:45:19
|
Daniel E. Shipton wrote: > Are gluPerspective, gluOrtho calls sent over the wire? Is there a way > to catch them? No. > I see that gluPerspective is called in the atlantis test program but > does not show up in the print spu log file but it seems as though it is > being transmitted because the view is correct. Any advice on how to > "catch" this call? I tried to add it to the printspu but it doesn't > seem to catch it and I wonder if I need to be doing something different > to catch a glu call instead of a gl... All the glu calls are converted into gl calls by the libGLU.so library. -Brian |
From: Daniel E. S. <dan...@gm...> - 2006-09-22 14:40:36
|
Are gluPerspective, gluOrtho calls sent over the wire? Is there a way to catch them? I see that gluPerspective is called in the atlantis test program but does not show up in the print spu log file but it seems as though it is being transmitted because the view is correct. Any advice on how to "catch" this call? I tried to add it to the printspu but it doesn't seem to catch it and I wonder if I need to be doing something different to catch a glu call instead of a gl... Thanks. -Dan |
From: Joseph P. <j-...@no...> - 2006-09-21 22:39:06
|
Same problem. Is there a way to disable using CGL? Since the X11 server/utils that OSX come with include GLX, it might work if i can avoid CGL all together. Open to any suggestions at this point ;-) --Joe On Sep 21, 2006, at 5:03 PM, Brian Paul wrote: > Try copying over the include/GL/glext.h file from Cr 1.9 to 1.8. > > -Brian > > Joseph Paris wrote: >> I can't get Cr 1.8 to build on OSX. Some GL_MAP2_VERTEX_ATTRIB >> undeclared build errors in pack_map.c It lists the whole lot of em. >> >> --Joe >> >> >> On Sep 21, 2006, at 3:49 PM, Brian Paul wrote: >> >> >>> Does Cr 1.8 work for you on OS X? >>> >>> If so, try diff'ing the files under opengl_stub/ and spu_loader/ to >>> see what might have changed between 1.8 and 1.9. >>> >>> -Brian >> >> >> >> --------------------------------------------------------------------- >> ---- >> Take Surveys. Earn Cash. Influence the Future of IT >> Join SourceForge.net's Techsay panel and you'll get the chance to >> share your >> opinions on IT & business topics through brief surveys -- and earn >> cash >> http://www.techsay.com/default.php? >> page=join.php&p=sourceforge&CID=DEVDEV >> _______________________________________________ >> Chromium-users mailing list >> Chr...@li... >> https://lists.sourceforge.net/lists/listinfo/chromium-users >> > > > ---------------------------------------------------------------------- > --- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to > share your > opinions on IT & business topics through brief surveys -- and earn > cash > http://www.techsay.com/default.php? > page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Chromium-users mailing list > Chr...@li... > https://lists.sourceforge.net/lists/listinfo/chromium-users |
From: Brian P. <bri...@tu...> - 2006-09-21 22:03:56
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Try copying over the include/GL/glext.h file from Cr 1.9 to 1.8. -Brian Joseph Paris wrote: > I can't get Cr 1.8 to build on OSX. Some GL_MAP2_VERTEX_ATTRIB > undeclared build errors in pack_map.c It lists the whole lot of em. > > --Joe > > > On Sep 21, 2006, at 3:49 PM, Brian Paul wrote: > > >>Does Cr 1.8 work for you on OS X? >> >>If so, try diff'ing the files under opengl_stub/ and spu_loader/ to >>see what might have changed between 1.8 and 1.9. >> >>-Brian > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys -- and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Chromium-users mailing list > Chr...@li... > https://lists.sourceforge.net/lists/listinfo/chromium-users > |
From: Joseph P. <j-...@no...> - 2006-09-21 21:57:59
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I can't get Cr 1.8 to build on OSX. Some GL_MAP2_VERTEX_ATTRIB undeclared build errors in pack_map.c It lists the whole lot of em. --Joe On Sep 21, 2006, at 3:49 PM, Brian Paul wrote: > > Does Cr 1.8 work for you on OS X? > > If so, try diff'ing the files under opengl_stub/ and spu_loader/ to > see what might have changed between 1.8 and 1.9. > > -Brian |