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I am trying equalizer 1.4.1 and as a test example I am trying to implement a render-to-texture test application..
I m facing some issues regarding the final output which I am not sure if they are outcome of misconfiguration on my side or something else that I am totally missing at
I am not an opengl / Equalizer guru but I am trying my best so please bare with me!
So, the test app is the classic render-to-texture cube -- I am rendering a colored cube inside a eq::util::frameBufferObject and then I bind the texture retrieved with getColorTextures() and map it on a second cube...
Everything works as expected for single app without any custom config . See the attach image.
The problem starts when trying locally the 2-node.eqc configuration.
The fbo-cube is rendered on the edges of my textured-cube and it seems mirrored so I cant get a coherent-seamless image that spans across both nodes.
My description probably is not helping anyone so I attach a couple of images that hopefully will illustrate the problem a bit better..
Am I missing something eq related here or is just my projection matrices that are off here ?? In that case an explanation of what makes the difference between the default configuration which works and the 2-node.eqc configuration which is not working would be great...
Thanks for the time and any insights you can provide!
On 28. Jan 2013, at 21:17, john.stas [via Software] <[hidden email]> wrote:
> The problem starts when trying locally the 2-node.eqc configuration.
> The fbo-cube is rendered on the edges of my textured-cube and it seems mirrored so I cant get a coherent-seamless image that spans across both nodes.
What you're rendering into your FBO has to use a different, but the same, frustum on all nodes. It typically is not affected by the camera nor the destination frustum. In the 2-node config, you're should be doing:
set up symmetric frustum
set up Eq frustum
render texture to quad
This obviously won't scale the RTT pass, if you want to do this things get more complicated.