Fwd: Custom crServer sync question

"Daniel E. Shipton" <[email protected]> Thu, 14 Sep 2006 14:04:10 -0500
Newsgroups gmane.comp.graphics.chromium.devel
Message-ID <[email protected]>
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[snip]

> >
> >     I have a custom crServer that is embedded into a frame loop. Every
> >     frame the server checks for client data which is drawn along with my
> >     custom drawing updates...  This results in choppy frames because the
> >     frames aren't synchronized that are coming over the wire on a
> >     glFlush/SwapBuffers/etc(spu that no-ops them).  I am trying to find
> >     a way to find out when a client(in our case there will always just
> >     be one) is done with the current frame(buffer swapping for my app is
>
> >     done for me so its out of my control).  I see where I can check to
> >     see if the server is in between Begin/End calls..but not between
> >     frames.
>
> OpenGL doesn't have any explicit begin/end-frame commands.  The
> closest approximation is glClear and SwapBuffers/glFlush.


This I know.  I am not using Chromium like most though. I am trying to
insert crServer into a frame loop that I don't have much control over(VR
Juggler).

If your app calls [glX/wgl]SwapBuffers() you can intercept that in
> Chromium and do end-of-frame processing.


This is what I was asking. I want to intercept these in the server stream,
not in an SPU. Is anything like this supported/can I make it happen?

-Dan

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[snip]<br><div><div></div><div><span class="q"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">&gt;<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; I have a custom crServer that is embedded into a frame loop. Every
<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; frame the server checks for client data which is drawn along with my<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; custom drawing updates...&nbsp;&nbsp;This results in choppy frames because the<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; frames aren't synchronized that are coming over the wire on a
<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; glFlush/SwapBuffers/etc(spu that no-ops them).&nbsp;&nbsp;I am trying to find<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; a way to find out when a client(in our case there will always just<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; be one) is done with the current frame(buffer swapping for my app is
<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; done for me so its out of my control).&nbsp;&nbsp;I see where I can check to<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; see if the server is in between Begin/End calls..but not between<br>&gt;&nbsp;&nbsp;&nbsp;&nbsp; frames.<br><br>OpenGL doesn't have any explicit begin/end-frame commands.&nbsp;&nbsp;The
<br>closest approximation is glClear and SwapBuffers/glFlush.</blockquote></span></div><div><div><br>This I know.&nbsp; I am not using Chromium like most though. I am trying to insert crServer into a frame loop that I don't have much control over(VR Juggler).
<br></div></div><div><span class="q"><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">If your app calls [glX/wgl]SwapBuffers() you can intercept that in
<br>Chromium and do end-of-frame processing.
</blockquote></span></div><div><div><br>This is what I was asking. I want to intercept these in the server stream, not in an SPU. Is anything like this supported/can I make it happen?<br>&nbsp;<br>-Dan<br></div></div>

</div>

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