11:00:11 AM PDT - Thu, May 3rd 2012 |
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Mike,
There are new ECCE distributions for download with the hopeful fix for the 64-bit OpenGL issue. Both binary distributions and the source code distribution have been updated. Download and install the latest binary distribution and I'm confident you'll be able to run the Builder now using either:
1. The OpenGL libraries shipped with ECCE (no longer NVidia based, but the generic RHEL ones obtained via the yum package manager)
2. Your local OpenGL libraries (you'll need to edit the $ECCE_HOME/siteconfig/site_runtime file and comment out the ECCE_MESA_OPENGL line to use your own local libraries--remember you can edit the $ECCE_HOME/scripts/ebuilder script and temporarily uncomment the ldd line to verify which you are using)
3. OpenGL libraries compiled from the Mesa 6.5.3 distribution bundled with ECCE (you'd need to build the ECCE source code distribution in order to compile these libraries)
This resolves the differences between how 32-bit OpenGL and 64-bit OpenGL is handled in ECCE all traced back to that fix in the SGLattice.C code. All associated documentation for building ECCE and the build_ecce script have been updated. The prerequisite check for OpenGL has also been removed since it's no longer mandatory to have OpenGL pre-installed for ECCE since working libraries are now bundled with the distribution and used by default.
The one thing I'm not confident about is whether this will resolve your X-Win32 issue displaying OpenGL output on Windows PCs. I have a feeling it won't fix that because you also have this issue with 32-bit ECCE 6.3 binary distribution and all that was done was rationalizing the 64-bit distribution to be equivalent to the 32-bit one. But, it's worth another try and at this point if it doesn't work I can't think of anything else to try on this end. My guess is that what ECCE does with OpenGL is just use more/different features than the glxgears test application does and that is what is causing issues for X-Win32. One thing we do that is more advanced are calls to glReadPixels and glPixelStorei that have to do with reading and writing to the render area that other GL apps don't typically do. Again, I'd spend a bit of time seeing if Cygwin works better for you if you think a solution from StarNet is going to take longer than you want.
Gary
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