Hi,
I'm experimenting with developing a tool for remote OpenGL rendering, in C++. The basic idea is:
- The client issues OpenGL commands like it's a normal app
- Those commands are actually sent over the network to an external server
- The server performs the rendering using some off-screen technique
- Once done, the server transmits a single frame over the network to the client
- The client renders the frame on screen.
- Loop.
I know I shouldn't start worrying about optimization if I don't have a finished product yet, but I'm pretty sure that is going to be very slow, and the bottleneck is probably going to be the single frame transmission over the network, even if those computers are connected in the same LAN.
I'm thinking about using some kind of video streaming library. That way, the frames would be transmitted using proper compression algorithms, making the process faster.
Am I in the right path about this? Is it right to use a video streaming library here? If you think so, what's a good library for this task (in C or C++, preferably C++)?
Thank you for your help!