Hey.
I did not see a link to any in depth documentation from chromium.
Check http://chromium.sourceforge.net/doc/index.html. Very comprehensive.
I'm not a c++ programmer so I'm not sure what it would involve to build these functions into GL wappers for Gem. I'm not sure how the functions latch onto an existing context, and how the whole thing works architecturally (what parts run on what machines, master slave connections etc..
Well, from the docs, it seems that we don't have to do anything at all to Gem. This is because Chromium disguises itself as the OpenGL library - ie, when a GL instruction is made, Chromium intercepts and the regular system OpenGL library sits idle.
I just wonder about performance, considering the speed of the AGP bus for texture transfers vs ethernet transport between the source and destination for the texture! especially if your talking about moving video...
So according to http://brighton.ncsa.uiuc.edu/%7Eprajlich/wall/ppb.html, when distributing video, the movie has to first be played in "write mode", where all textures are cached onto the disks across the cluster. Then subsequent playback is done in "read mode", where it's just read from local disk on each machine. I see problems with this in that all videos have to exist on disk first (no streaming from live cameras), the first playback is going to be SLOW, and if you have many many video clips this could be extremely annoying.
(are you guys even using video in your cave application?)
Not yet. But we will eventually want to put video avatars of remote participants into the world (ouch - this is not going to work with the above mentioned strategy).
-Mike