User’s Guide for VirtualGL 2.5.2
Intended audience: System Administrators, Graphics Programmers, Researchers, and others with knowledge of Linux or Unix operating systems, OpenGL and GLX, and X windows.

This document and all associated illustrations are licensed under the Creative Commons Attribution 2.5 License. Any works that contain material derived from this document must cite The VirtualGL Project as the source of the material and list the current URL for the VirtualGL web site.
The official VirtualGL binaries contain libjpeg-turbo, which is based in part on the work of the Independent JPEG Group.
The VirtualGL server components include software developed by the FLTK Project and distributed under the terms of the FLTK License.
VirtualGL is licensed under the wxWindows Library License, v3.1, a derivative of the GNU Lesser General Public License (LGPL), v2.1.
This document assumes that VirtualGL will be installed in the default 
directory (/opt/VirtualGL).  If your installation of 
VirtualGL resides in a different directory, then adjust the instructions 
accordingly.
VirtualGL is an open source toolkit that gives any Unix or Linux remote display software the ability to run OpenGL applications with full 3D hardware acceleration. Some remote display solutions cannot be used with OpenGL applications at all. Others force OpenGL applications to use a slow, software-only renderer, to the detriment of performance as well as compatibility. The traditional method of displaying OpenGL applications to a remote X server (indirect rendering) supports 3D hardware acceleration, but this approach causes all of the OpenGL commands and 3D data to be sent over the network to be rendered on the client machine. This is not a tenable proposition unless the data is relatively small and static, unless the network is very fast, and unless the OpenGL application is specifically tuned for a remote X-Windows environment.
With VirtualGL, the OpenGL commands and 3D data are instead redirected to a 3D graphics accelerator (AKA “graphics processing unit” or “GPU”) in the application server, and only the rendered 3D images are sent to the client machine. VirtualGL thus “virtualizes” 3D graphics hardware, allowing it to be co-located in the “cold room” with compute and storage resources. VirtualGL also allows GPUs to be shared among multiple users, and it provides “workstation-like” levels of performance on even the most modest of networks. This makes it possible for large, noisy, hot 3D workstations to be replaced with laptops or even thinner clients. More importantly, however, VirtualGL eliminates the workstation and the network as barriers to data size. Users can now visualize huge amounts of data in real time without needing to copy any of the data over the network or sit in front of the machine that is rendering the data.
Normally, a Unix OpenGL application would send all of its drawing commands and data, both 2D and 3D, to an X-Windows server, which may be located across the network from the application server. VirtualGL, however, employs a technique called “split rendering” to force the 3D commands and data from the application to go to a GPU in the application server. VGL accomplishes this by pre-loading a dynamic shared object (DSO) into the OpenGL application at run time. This DSO intercepts a handful of GLX, OpenGL, and X11 commands necessary to perform split rendering. When the application attempts to use an X window for OpenGL rendering, VirtualGL intercepts the request, creates a corresponding 3D pixel buffer (“Pbuffer”) in video memory on the application server, and uses the Pbuffer for OpenGL rendering instead. When the application swaps the OpenGL drawing buffers or flushes the OpenGL command buffer to indicate that it has finished rendering a frame, VirtualGL reads back the pixels from the Pbuffer and sends them to the client.
The beauty of this approach is its non-intrusiveness. VirtualGL monitors a few X11 commands and events to determine when windows have been resized, etc., but it does not interfere in any way with the delivery of 2D X11 commands to the X server. For the most part, VGL does not interfere with the delivery of OpenGL commands to the GPU, either. VGL merely forces the OpenGL commands to be delivered to a GPU that is attached to a different X server (the “3D X server”) than the X server to which the 2D drawing commands are delivered (the “2D X server.”) Once the OpenGL rendering has been redirected to a Pbuffer, everything (including esoteric OpenGL extensions, fragment/vertex programs, etc.) should “just work.” If an application runs locally on a 3D server/workstation, then that same application should run remotely from that same machine using VirtualGL.
VirtualGL has two built-in “image transports” that can be used to send rendered 3D images to the client machine:
Figure 3.1: The VGL Transport with a Remote 2D X Server
 
XPutImage() and similar 
        X-Windows commands.  This is most useful in conjunction with an “X 
        proxy”, which can be one of any number of Unix remote display 
        applications, such as VNC.  These X proxies are essentially 
        “virtual” X servers.  They appear to the application as a 
        normal X server, but they perform X11 rendering to a virtual framebuffer 
        in main memory rather than to a real framebuffer (video memory.)  This 
        allows the X proxy to send only images to the client machine rather than 
        fine-grained X-Windows rendering commands.  When using the X11 
        Transport, VirtualGL does not perform any image compression or encoding 
        itself.  It instead relies upon an X proxy to encode and deliver the 
        images to the client(s).  Since the use of an X proxy eliminates the 
        need to send X-Windows commands over the network, this is the best means 
        of using VirtualGL over high-latency or low-bandwidth networks.
    Figure 3.2: The X11 Transport with an X Proxy
 
VirtualGL also provides an API that can be used to develop custom image transport plugins.
| Server (x86) | Server (x86-64) | Client | |
|---|---|---|---|
| Recommended CPU | 
 | Dual processors or dual cores recommended | For optimal performance, the CPU should support SSE2 extensions. | 
| Graphics | AMD or nVidia GPU 
 | Any graphics adapter with decent 2D performance 
 | |
| O/S | VirtualGL should work with a variety of Linux distributions, FreeBSD, and Solaris, but currently-supported versions of Red Hat Enterprise Linux (and its work-alikes, including CentOS, Oracle Linux, and Scientific Linux), Ubuntu LTS, and SuSE Linux Enterprise tend to receive the most attention from the VirtualGL community. | ||
| Other Software | X server configured to export True Color (24-bit or 32-bit) visuals | ||
| Client | |
|---|---|
| Recommended CPU | Any Intel-based Mac | 
| O/S | OS X 10.5 (“Leopard”) or later | 
| Other Software | 
 | 
| Client | |
|---|---|
| Recommended CPU | For optimal performance, the CPU should support SSE2 extensions. | 
| Graphics | Any graphics adapter with decent 2D performance | 
| Other Software | 
 | 
The client requirements do not apply to anaglyphic stereo. See Chapter 16 for more details.
| Server | Client | |
|---|---|---|
| Linux/Unix | 
 | 
 | 
| Mac/x86 | N/A | GPU that supports stereo (example: nVidia Quadro) | 
| Windows | N/A | This version of VirtualGL does not support remote quad-buffered stereo with Windows clients. | 
| Client | |
|---|---|
| Linux/Unix | GPU that supports transparent overlays. The 2D X server should be configured to export overlay visuals. | 
| Mac/x86 | |
| Windows | This version of VirtualGL does not support transparent overlays with Windows clients. | 
VirtualGL must be installed on any machine that will act as a VirtualGL server or as a client for the VGL Transport. It is not necessary to install VirtualGL on the client machine if using VNC or another type of X proxy.
If you want to run both 32-bit and 64-bit OpenGL applications using VirtualGL on 64-bit Linux systems, then you will need to install both the i386 and x86_64 VirtualGL RPMs or both the “virtualgl” and “virtualgl32” amd64 DEBs. (The virtualgl32 DEB is a supplementary package that contains only the 32-bit server components.)
rpm -e VirtualGL --allmatches yum install VirtualGL*.rpm
rpm -e VirtualGL --allmatches dnf install VirtualGL*.rpm
rpm -e VirtualGL --allmatches yast2 --install VirtualGL*.rpm
rpm -e VirtualGL --allmatches rpm -i VirtualGL*.rpm
dpkg -i virtualgl*.deb
In order to run 32-bit OpenGL applications in VirtualGL, it is necessary to install the 32-bit VirtualGL server components, which depend on a few 32-bit system libraries. Recent x86-64 Linux distributions do not include 32-bit libraries by default, so it will be necessary to perform a few additional steps prior to installing a 32-bit VirtualGL package on some of those distributions.
yum install / 
        dnf install / yast2 --install takes 
        care of all of the dependencies for both the 64-bit and 32-bit RPMs.
    apt-get install libxv1:i386 libglu1-mesa:i386
VirtualGL-{version}.dmg) 
        from the 
        Files 
        area of the 
        VirtualGL 
        SourceForge project page.
    VirtualGL-{version}.pkg 
        inside the disk image.  Follow the instructions to install the Mac 
        client.
    Refer to http://www.virtualgl.org/Documentation/Cygwin.
If you are using a platform for which there is not a pre-built VirtualGL 
binary package available, then download the VirtualGL source tarball 
(VirtualGL-{version}.tar.gz) 
from the 
Files 
area of the 
VirtualGL 
SourceForge project page, uncompress 
it, cd VirtualGL-{version}, and 
read the contents of BUILDING.txt for further instructions 
on how to build and install VirtualGL from source.
As root, issue one of the following commands:
rpm -e VirtualGL
        You may need to add --all-matches to the RPM command line if you have installed both the 32-bit and 64-bit VirtualGL RPMs.
        
dpkg -r virtualglIf you have also installed the 32-bit supplementary package:
dpkg -r virtualgl32
Use the “Uninstall VirtualGL” application provided in the VirtualGL disk image, or issue the following command from the Terminal:
sudo /opt/VirtualGL/bin/uninstall
Refer to http://www.virtualgl.org/Documentation/Cygwin.
VirtualGL requires access to a GPU in the application server so that it can create off-screen pixel buffers (Pbuffers) and redirect the 3D rendering from X windows into these Pbuffers. Unfortunately, accessing a GPU on Linux and Unix systems requires going through an X server. On such systems, the only way to share the application server’s GPU(s) among multiple users is to grant those users access to the 3D X server (the X server attached to the GPU(s). Refer to the figures in Chapter 3.)
It is important to understand the security risks associated with this.  
Once a user has access to the 3D X server, there is nothing that would 
prevent the user from logging keystrokes or reading back images from 
that X server. Using xauth, one can obtain 
“untrusted” X authentication keys that prevent such 
exploits, but unfortunately, those untrusted keys also disallow access 
to the 3D hardware.  Thus, it is necessary to grant full, trusted access 
to the 3D X server for any users that will need to run VirtualGL.  
Unless you fully trust the users to whom you are granting this access, 
then you should avoid logging in locally to the 3D X server 
(particularly as root) unless absolutely necessary.
This section will explain how to configure a VirtualGL server such that selected users can run VirtualGL, even if the server is sitting at the login prompt.
/etc/init.d/gdm stop
service lightdm stop
/etc/init.d/xdm stop
init 3
systemctl stop gdm.service
/etc/init.d/mdm stop
svcadm disable gdm2-login
svcadm disable gdm
/etc/init.d/dtlogin stop
/usr/local/etc/rc.d/gdm stop
/usr/local/kde4/etc/rc.d/kdm4 stop
/opt/VirtualGL/bin/vglserver_config
Configure server for use with VirtualGL in GLX mode.)
    Restrict 3D X server access to vglusers group (recommended)? [Y/n]
vglusers group can use VirtualGL (the 
                configuration script will create the vglusers group if it 
                doesn’t already exist.)  This is the most secure option, since it 
                prevents any users outside of the vglusers group from 
                accessing (and thus exploiting) the 3D X server.
            Restrict framebuffer device access to vglusers group (recommended)? [Y/n]
vglusers group can run OpenGL 
                applications on the VirtualGL server (the configuration script will 
                create the vglusers group if it doesn’t already 
                exist.)  This limits the possibility that an unauthorized user could 
                snoop the 3D framebuffer device(s) and thus see (or alter) the output of 
                a 3D application that is being used with VirtualGL.
            vglusers group to log in locally to this server and run 
                OpenGL applications, then this option must be selected.
            Disable XTEST extension (recommended)? [Y/n]
                If you are using GDM 2.14 through 2.20, it will be necessary to run gdmsetup and manually add an argument of -tst to the X server command line to disable XTEST for the first time.  After this, vglserver_config should be able to disable and enable XTEST properly.
                
GDM 2.22 and later no longer provide a means of editing the X server command line, so disabling XTEST will not work. The only known alternative as of this writing is to use a different display manager.
x11vnc and x0vncserver both require XTEST, so 
                if you need to attach a VNC server to the 3D X server, then it is 
                necessary to answer “No” (and thus leave XTEST enabled.)
            vglusers group, then edit /etc/group and add 
        root to the vglusers group.  If you choose, 
        you can also add additional users to the group at this time.  Note that 
        any user you add to vglusers	must log out and back in again 
        before their new group permissions will take effect.
    /etc/init.d/gdm start
service lightdm start
/etc/init.d/xdm startRed Hat/Fedora Linux servers with SysV init::
init 5
systemctl start gdm.service
/etc/init.d/mdm start
svcadm enable gdm2-login
svcadm enable gdm
/etc/init.d/dtlogin start
/usr/local/etc/rc.d/gdm start
/usr/local/kde4/etc/rc.d/kdm4 start
To verify that the application server is ready to run VirtualGL, log out of the server, log back into the server using SSH, and execute the following commands in the SSH session:
vglusersxauth merge /etc/opt/VirtualGL/vgl_xauth_key xdpyinfo -display :0 /opt/VirtualGL/bin/glxinfo -display :0 -c
        NOTE: xauth and xdpyinfo are in /usr/openwin/bin on Solaris systems.
        
xdpyinfo -display :0 /opt/VirtualGL/bin/glxinfo -display :0 -c
Both commands should output a list of visuals and should complete with 
no errors.  If you chose to disable the XTEST extension, then check the 
output of xdpyinfo to verify that XTEST does 
not show up in the list of extensions.
You should also examine the output of glxinfo to ensure 
that at least one of the visuals is 24-bit or 32-bit TrueColor and has 
Pbuffer support (the latter is indicated by a “P” in the 
last column.)  Example:
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav drw id dep cl sp sz l ci b ro r g b a F bf th cl r g b a ns b eat typ ------------------------------------------------------------------------------ 0x151 24 tc 0 32 0 r y . 8 8 8 0 . 4 24 8 16 16 16 16 0 0 None PXW
If none of the visuals has Pbuffer support, then this is most likely because there is no 3D acceleration, which is most likely because the correct 3D drivers are not installed (or are misconfigured.) Lack of 3D acceleration is also typically indicated by the word “Mesa” in the client GLX vendor string and/or the OpenGL vendor string, and the words “Software Rasterizer” in the OpenGL renderer string.
VirtualGL can redirect the OpenGL commands from a 3D application to any 
GPU in the server machine.  In order for this to work, however, all of 
the GPUs must be attached to different screens on the same X server or 
to different X servers.  Attaching them to different screens is the 
easiest and most common approach, and this allows the GPUs to be 
individually addressed by setting VGL_DISPLAY to (or 
invoking vglrun -d with) :0.0, 
:0.1, :0.2, etc.  If the GPUs are attached to 
different X servers, then they can be individually addressed by setting 
VGL_DISPLAY to (or invoking vglrun -d 
with) :0.0, :1.0, :2.0, etc.
The application server’s SSH daemon should have the 
X11Forwarding option enabled and the UseLogin 
option disabled.  This is configured in sshd_config, which 
is usually located under /etc/ssh.
You can use the vglserver_config script to restore the 
security settings that were in place before VirtualGL was installed.  
Option 2 
(Unconfigure server for use with VirtualGL in GLX mode) 
will remove any shared access to the 3D X server and thus prevent 
VirtualGL from accessing the 3D hardware in that manner.  Additionally, 
this option will re-enable the XTEST extension on the 3D X server and 
will restore the framebuffer device permissions to their default (by 
default, only root or the user that is currently logged into the 
application server locally can access the framebuffer devices.)
NOTE: Unconfiguring the server does not remove the vglusers group.
After selecting Option 2, you must restart the display manager before the changes will take effect.
VirtualGL has the ability to take advantage of the MIT-SHM extension in Cygwin/X to accelerate image drawing on Windows. This can significantly improve the overall performance of the VirtualGL pipeline when running over a local-area network.
To enable MIT-SHM in Cygwin/X:
cygserver-config
    net start cygserver
    server to the CYGWIN system environment 
        variable (create this environment variable if it doesn’t already 
        exist)
    xdpyinfo and verify that MIT-SHM appears 
        in the list of  X extensions
    This mode is recommended for use only on secure local-area networks. The X11 traffic is encrypted, but the VGL Transport is left unencrypted to maximize performance.
/opt/VirtualGL/bin/vglconnect {user}@{server}
        Replace {user} with your username on the VirtualGL 
        server and {server} with the hostname or IP 
        address of that server.
    
/opt/VirtualGL/bin/vglrun [vglrun options] {application_executable_or_script} {arguments}
        Consult Chapter 19 for 
        more information on vglrun command-line options.
    As with the previous mode, this mode performs optimally on local-area networks. However, it is less secure, since both the X11 traffic and the VGL Transport are unencrypted. This mode is primarily useful in grid environments, in which you may not know ahead of time which server will execute a VirtualGL job. It is assumed that the “submit host” (the machine into which you connect with SSH) and the “execute hosts” (the machines that will run VirtualGL jobs) share the same home directories and reside in the same domain.
Most newer Linux and Unix distributions ship with default settings that do not allow TCP connections into the X server. Such systems cannot be used as clients with this procedure unless they are reconfigured to allow X11 TCP connections.
The procedure for this mode is identical to the procedure for the 
VGL Transport with X11 
forwarding, except that you should pass a 
-x argument to vglconnect when connecting to 
the server:
/opt/VirtualGL/bin/vglconnect -x {user}@{server}
Both the VGL Transport and the X11 traffic are tunneled through SSH when using this mode, and thus it provides a completely secure solution. It is also useful when either the VirtualGL server or the client machine are behind restrictive firewalls and only SSH connections are allowed through. Using SSH tunneling on wide-area networks should not affect performance significantly. However, using SSH tunneling on a local-area network can reduce the end-to-end performance of the VGL Transport by anywhere from 20-40%.
The procedure for this mode is identical to the procedure for the 
VGL Transport with X11 
forwarding, except that you should pass a 
-s argument to vglconnect when connecting to 
the server:
/opt/VirtualGL/bin/vglconnect -s {user}@{server}
vglconnect will make two SSH connections into the server, 
the first to find an open port on the server and the second to create 
the SSH tunnel for the VGL Transport and open the secure shell.  If you 
are not using an SSH agent to create password-less logins, then this 
mode will require you to enter your password twice.
vglconnect -s can be used to create multi-layered SSH 
tunnels.  For instance, if the VirtualGL server is not directly 
accessible from the Internet, then you can run 
vglconnect -s on the client machine to connect to an 
SSH gateway server, then you can run vglconnect -s 
again on the gateway server to connect to the VirtualGL server 
(application server.)  Both the X11 traffic and the VGL Transport will 
be forwarded from the VirtualGL server through the gateway and to the 
client.
 
When using the VGL Transport over Gigabit Ethernet or faster networks, 
it may be desirable to disable image compression.  This can be 
accomplished by passing an argument of -c rgb to 
vglrun or setting the VGL_COMPRESS environment 
variable to rgb on the VirtualGL server.  Disabling image 
compression will reduce VirtualGL’s server and client CPU usage by 
50% or more, but the tradeoff is that it will also increase 
VirtualGL’s network usage by a factor of 10 or more.  Thus, 
disabling image compression is not recommended unless you are using 
switched Gigabit Ethernet (or faster) infrastructure and have plenty of 
bandwidth to spare.
XDMCP is very insecure and is not recommended as a means of running VirtualGL, in general. This section is provided mainly for completeness and should not be construed as an endorsement of XDMCP. In general, using an X proxy is a much better approach for accessing a remote desktop session on the 3D application server.
Using the VGL Transport with XDMCP is conceptually similar to using the 
VGL Transport with a direct X11 
connection.  The major difference is that, 
rather than remotely displaying individual X windows to the 2D X server, 
XDMCP remotely displays a complete desktop session from the application 
server. X11 applications are launched inside of this remote desktop 
session rather than in a separate shell, so vglconnect 
cannot be used in this case.  Instead, it is necessary to start 
vglclient manually on the client machine.
xhost +LOCAL:
        This grants access to the 2D X server for any user that is currently logged into the client machine.  This is not very secure, but neither is using XDMCP.  If you are concerned, then see below for a discussion of how to use xauth to provide 2D X server access in a slightly more secure manner.
        
DISPLAY environment variable to the display name of the X 
        server that is running the XDMCP session (usually :0 or 
        :1), and type:
vglclient -detachYou can now close the terminal/command prompt, if you wish.
vglclient 
        is a bit trickier.  In this case, you can’t open up a separate 
        terminal window on the client machine for the purposes of running 
        vglclient.  However, from inside of the XDMCP session, you 
        can open an SSH session back into the client machine.  In this SSH 
        session, set the DISPLAY environment variable to the 
        display name of the X server that is running the XDMCP session (usually 
        :0 or :1), and type:
vglclient -detachYou can now close the SSH session, if you wish.
Typing xhost +LOCAL: in step 3 above opens the 2D X 
server to all current users of the client machine.  This shouldn’t 
pose any significant risk if the client is a Windows or a Mac machine.  
However, Linux/Unix clients might have multiple simultaneous users, so 
in these cases, it may be desirable to use a more secure method of 
granting access to the 2D X server.
Instead of typing xhost +LOCAL:, you can type the 
following:
xauth nextract - $DISPLAY | sed "s/.*[ ]//g" | xargs ssh {client} xauth add {display} .
where {client} is the hostname or IP address of 
the client machine and {display} is the display 
name of the 2D X server, from the point of view of the client machine 
(usually :0 or :1).
This extracts the XAuth key for the 2D X server, then remotely adds it to the XAuth keyring on the client machine.
The VirtualGL Client application (vglclient) receives 
encoded and/or compressed images on a dedicated TCP socket, decodes 
and/or decompresses the images, and draws the images into the 
appropriate X window.  The vglconnect script wraps both 
vglclient and SSH to greatly simplify the process of 
creating VGL Transport connections.
vglconnect invokes vglclient with an argument 
of -detach, which causes vglclient to 
completely detach from the console and run as a background daemon.  It 
will remain running silently in the background, accepting VGL Transport 
connections for the X server on which it was started, until that X 
server is reset or until the vglclient process is 
explicitly killed.  Logging out of the X server will reset the X server 
and thus kill all vglclient instances that are attached to 
it.  You can also explicitly kill all instances of 
vglclient running under your user account by invoking
vglclient -kill
(vglclient is installed in /opt/VirtualGL/bin 
by default.)
vglconnect instructs vglclient to redirect all 
of its console output to a log file named 
{home}/.vgl/vglconnect-{hostname}-{display}.log, 
where {home} is the path of the current 
user’s home directory, {hostname} is the 
name of the computer running vglconnect, and 
{display} is the name of the current X display 
(read from the DISPLAY environment or passed to 
vglconnect using the -display argument.)  In 
the event that something goes wrong, this log file is the first place to 
check.
When vglclient successfully starts on a given X display, it 
stores its listener port number in a root window property on the X 
display.  If other vglclient instances attempt to start on 
the same X display, they read the X window property, determine that 
another vglclient instance is already running, and exit to 
allow the first instance to retain control. vglclient will 
clean up the X property under most circumstances, even if it is 
explicitly killed.  However, under rare circumstances (if sent a SIGKILL 
signal on Unix, for instance), a vglclient instance may 
exit uncleanly and leave the X property set.  In these cases, it may be 
necessary to add an argument of -force to 
vglconnect the next time you use it. This tells 
vglconnect to start a new vglclient instance, 
regardless of whether vglclient thinks that there is 
already an instance running on this X display.  Alternately, you can 
simply reset your X server to clear the orphaned X window property.
To retain compatibility with previous versions of VirtualGL, the first 
vglclient instance on a given machine will attempt to 
listen on port 4242 for unencrypted connections and 4243 for SSL 
connections (if VirtualGL was built with OpenSSL support.)  If it fails 
to obtain one of those ports, because another application or another 
vglclient instance is already using them, then 
vglclient will try to obtain a free port in the range of 
4200-4299. Failing that, it will request a free port from the operating 
system.
In a nutshell: if you only ever plan to run one X server at a time on 
your client machine, which means that you’ll only ever need one 
instance of vglclient at a time, then it is sufficient to 
open inbound port 4242 (and 4243 if you plan to use SSL) in your client 
machine’s firewall.  If you plan to run multiple X servers on your 
client machine, which means that you will need to run multiple 
vglclient instances, then you may wish to open ports 
4200-4299.  Similarly, if you are running vglclient on a 
multi-user X proxy server that has a firewall, then you may wish to open 
ports 4200-4299 in the server’s firewall.  Opening ports 4200-4299 
will accommodate up to 100 separate vglclient instances (50 
if OpenSSL support is enabled.)  More instances than that cannot be 
accommodated on a firewalled machine, unless the firewall is able to 
create rules based on application executables instead of listening ports.
Note that it is not necessary to open any inbound ports in the firewall to use the VGL Transport with SSH Tunneling.
The VGL Transport is a good solution for using VirtualGL over a fast network. However, the VGL Transport is not generally suitable for high-latency or low-bandwidth networks, due to its reliance on the X11 protocol to send the non-3D elements of the 3D application’s GUI. The VGL Transport also requires an X server to be running on the client machine, which makes it generally more difficult to deploy and use on Windows clients. VirtualGL can be used with an “X proxy” to overcome these limitations. An X proxy acts as a virtual X server, receiving X11 commands from the application (and from VirtualGL), rendering the X11 commands into images, compressing the resulting images, and sending the compressed images over the network to a client or clients. X proxies perform well on all types of networks, including high-latency and low-bandwidth networks. They often provide rudimentary collaboration capabilities, allowing multiple clients to simultaneously view the same X session and pass around control of the keyboard and mouse. X proxies are also stateless, meaning that the client can disconnect and reconnect at will from any machine on the network, and the 3D application will remain running on the server.
Since VirtualGL is sending rendered 3D images to the X proxy at a very fast rate, the proxy must be able to compress the images very quickly in order to keep up. Unfortunately, however, most X proxies can’t. They simply aren’t designed to compress, with any degree of performance, the large and complex images generated by 3D applications. Therefore, the VirtualGL Project provides an optimized X proxy called “TurboVNC”, a variant of TightVNC that is designed specifically to achieve high levels of performance with 3D applications running in VirtualGL. More information about TurboVNC, including instructions for using it with VirtualGL, can be found in the TurboVNC User’s Guide.
Many other X proxy solutions work well with VirtualGL, and some of these solutions provide compelling features (seamless windows, for instance, or session management), but none of these X proxies matches the performance of TurboVNC, as of this writing.
The most common (and optimal) way to use VirtualGL with an X proxy is to set up both on the same server. This allows VirtualGL to send its rendered 3D images to the X proxy through shared memory rather than sending them over a network.
 
With this configuration, you can usually invoke
/opt/VirtualGL/bin/vglrun {application_executable_or_script}
from a terminal inside of the X proxy session, and it will “just 
work.” VirtualGL reads the value of the DISPLAY 
environment variable to determine whether to enable the X11 Transport by 
default.  If DISPLAY begins with a colon 
(“:”) or with “unix:”, 
then VirtualGL will assume that the X connection is local and will 
enable the X11 Transport as the default.  In some cases, however, the 
DISPLAY environment variable in the X proxy session may not 
begin with a colon or “unix:”.  In these cases, 
it is necessary to manually enable the X11 Transport by setting the 
VGL_COMPRESS environment variable to proxy or 
by passing an argument of -c proxy to 
vglrun.
 
If the X proxy and VirtualGL are running on different servers, then it is desirable to use the VGL Transport to send images from the VirtualGL server to the X proxy. It is also desirable to disable image compression in the VGL Transport. Otherwise, the images would have to be compressed by the VirtualGL server, decompressed by the VirtualGL Client, then recompressed by the X proxy, which is a waste of CPU resources. However, sending images uncompressed over a network requires a fast network (generally, Gigabit Ethernet or faster), so there needs to be a fast link between the VirtualGL server and the X proxy server for this procedure to perform well.
The procedure for using the VGL Transport to display 3D applications from a VirtualGL server to a remote X proxy is the same as the procedure for using the VGL Transport to display 3D applications from a VirtualGL server to a remote 2D X server, with the following exceptions:
VGL_COMPRESS environment 
        variable to rgb or passing an argument of 
        -c rgb to vglrun when launching 
        VirtualGL. Otherwise, VirtualGL will detect that the connection to the X 
        server is remote, and it will automatically try to enable JPEG 
        compression.
    The X Video extension allows applications to pre-encode or pre-compress images and send them through the X server to the graphics adapter, which presumably has on-board video decoding capabilities. This approach greatly reduces the amount of CPU resources used by the X server, which can be beneficial if the X server is running on a different machine than the application.
In the case of VirtualGL, what this means is that the VirtualGL client machine no longer has to decode or decompress images from the 3D application server. It can simply pass the images along to the graphics adapter for decoding.
VirtualGL supports the X Video extension in two ways:
Setting the VGL_COMPRESS environment variable to 
yuv or passing an argument of -c yuv to 
vglrun enables the VGL Transport with YUV encoding.  When 
this mode is enabled, VirtualGL encodes images as YUV420P (a form of YUV 
encoding that uses 4X chrominance subsampling and separates Y, U, and V 
pixel components into separate image planes) instead of RGB or JPEG.  
The YUV420P images are sent to the VirtualGL Client, which draws them 
using the X Video extension.
On a per-frame basis, YUV encoding uses about half the server CPU time as JPEG compression and only slightly more server CPU time than RGB encoding. On a per-frame basis, YUV encoding uses about 1/3 the client CPU time as JPEG compression and about half the client CPU time as RGB encoding. YUV encoding also uses about half the network bandwidth (per frame) as RGB.
However, since YUV encoding uses 4X chrominance subsampling, the resulting images may contain some visible artifacts. In particular, narrow, aliased lines and other sharp features may appear “soft”.
Setting the VGL_COMPRESS environment variable to 
xv or passing an argument of -c xv to 
vglrun enables the XV Transport.  The XV Transport is a 
special version of the X11 Transport that encodes images as YUV420P and 
draws them directly to the 2D X server using the X Video extension.  
This is mainly useful in conjunction with X proxies that support the X 
Video extension.  The idea is that, if the X proxy is going to have to 
transcode the image to YUV anyhow, VirtualGL may be faster at doing 
this, since it has a SIMD-accelerated YUV encoder.
VirtualGL 2.2 (and later) includes an API that allows you to write your own image transports. Thus, you can use VirtualGL for doing split rendering and pixel readback but then use your own library for delivering the pixels to the client.
When the VGL_TRANSPORT environment variable (or the 
-trans option to vglrun) is set to 
{t}, then VirtualGL will look for a DSO (dynamic 
shared object) with the name 
libtransvgl_{t}.so in 
the dynamic linker path and will attempt to access a set of API 
functions from this library.  The functions that the plugin library must 
export are defined in /opt/VirtualGL/include/rrtransport.h, 
and an example of their usage can be found in 
server/testplugin.cpp and 
server/testplugin2.cpp in the VirtualGL source 
distribution.  The former wraps the VGL Transport as an image transport 
plugin, and the latter does the same for the X11 Transport.
vglrun can be used to launch either binary executables or 
shell scripts, but there are a few things to keep in mind when using 
vglrun to launch a shell script.  When you launch a shell 
script with vglrun, the VirtualGL faker library will be 
preloaded into every executable that the script launches. Normally this 
is innocuous, but if the script calls any executables that have the 
setuid and/or setgid permission bits set, then the dynamic linker will 
refuse to preload the VirtualGL faker library into those executables.  
One of the following warnings will be printed for each setuid/setgid 
executable that the script tries to launch:
ERROR: ld.so: object 'libvglfaker.so' from LD_PRELOAD cannot be preloaded: ignored.
ERROR: ld.so: object 'libdlfaker.so' from LD_PRELOAD cannot be preloaded: ignored.
ld.so.1: warning: libvglfaker.so: open failed: No such file in secure directories
ld.so.1: warning: libdlfaker.so: open failed: No such file in secure directories
These are just warnings, and the setuid/setgid executables will continue 
to run (without VirtualGL preloaded into them.)  However, if you want to 
get rid of the warnings, an easy way to do so is to simply edit the 
application script and make it store the value of the 
LD_PRELOAD environment variable until right before the 
application executable is launched.  For instance, consider the 
following application script:
Initial contents of application.sh:
#!/bin/sh some_setuid_executable some_3D_application_executable
You could modify the script as follows:
#!/bin/sh LD_PRELOAD_SAVE=$LD_PRELOAD LD_PRELOAD= export LD_PRELOAD some_setuid_executable LD_PRELOAD=$LD_PRELOAD_SAVE export LD_PRELOAD some_3D_application_executable
This procedure may be necessary to work around certain other interaction issues between VirtualGL and the launch scripts of specific applications. See Application Recipes for more details.
If the 3D application that you are intending to run in VirtualGL is itself a setuid/setgid executable, then further steps are required. Otherwise, the 3D application will launch without VirtualGL preloaded into it. Forcing VirtualGL to be preloaded into setuid/setgid executables has security ramifications, so please be aware of these before you do it. By applying one of the following workarounds, you are essentially telling the operating system that you trust the security and stability of VirtualGL as much as you trust the security and stability of the operating system. While we’re flattered, we’re not sure that we’re necessarily deserving of that accolade, so if you are in a security-critical environment, apply the appropriate level of paranoia here.
 To force VirtualGL to be preloaded into 
setuid/setgid executables on Linux, you have to first make sure that the 
faker libraries (libvglfaker.so and 
libdlfaker.so) are installed in the “system” 
library path (usually /usr/lib, /usr/lib64, 
/usr/lib32, or /usr/lib/i386-linux-gnu). Next, 
make libvglfaker.so and libdlfaker.so setuid 
executables.  To do this, run the following commands as root:
chmod u+s /usr/{lib}/libvglfaker.so
chmod u+s /usr/{lib}/libdlfaker.so
where {lib} is lib, 
lib64, lib32, or 
lib/i386-linux-gnu, depending on your system.
On Solaris, you can force VirtualGL to be preloaded into setuid/setgid 
executables by adding the VirtualGL library directories to the Solaris 
“secure path.”  Solaris keeps a tight lid on what goes into 
/usr/lib and /lib, and by default, it will 
only allow libraries in those paths to be preloaded into an executable 
that is setuid and/or setgid.  Generally, 3rd party packages are 
forbidden from installing anything into /usr/lib or 
/lib, but you can use the crle utility to add 
other directories to the operating system’s list of secure paths.  
In the case of VirtualGL, you would execute one of the following 
commands (as root):
crle -u -s /opt/VirtualGL/lib32
crle -64 -u -s /opt/VirtualGL/lib64
VirtualBox is an enterprise-class, open source virtualization solution provided by Oracle. Since version 2.1.0, VirtualBox has provided support for hardware-accelerated OpenGL in Windows and Linux guests running on Windows, Mac/Intel, Linux, and Solaris/x86 hosts. 3D acceleration in VirtualBox is accomplished by installing a special driver in the guest that uses a subset of Chromium to transmit OpenGL calls through a local connection to the VirtualBox process running on the host. When used in conjunction with VirtualGL on a Linux or Solaris/x86 host, this solution provides a means of displaying Windows 3D applications remotely.
To use VirtualGL with VirtualBox, perform the following procedures:
libvglfaker.so and libdlfaker.so setuid 
        executables (Linux) or to add the VirtualGL library directory to the 
        list of secure paths (Solaris).
    
vglrun VirtualBox -startvm {VM name or UUID}
This should work on most systems. It is known to work with VirtualBox 4.1.8 and prior and with VirtualBox 4.2 and later on Linux.
With VirtualBox 4.1.10 and later 4.1.x versions, it is necessary to rename /usr/lib/virtualbox/VBoxTestOGL and execute ln -fs /bin/true /usr/lib/virtualbox/VBoxTestOGL in order to use those versions of VirtualBox with VirtualGL.
+pr to vglrun above) or set the 
        VGL_LOGO environment variable to 1 in order to 
        verify that VirtualGL is loaded and working.
    vglrun VirtualBox and using 
        the GUI to launch the VM does not work.  VirtualBox forks a separate 
        process for each VM, and the value of the LD_PRELOAD 
        environment variable from vglrun does not get propagated to 
        the VM process unless you start it directly.
    vglconnect -x) 
        are used.  Using a high-performance X proxy (such as TurboVNC) is 
        generally preferred when remotely displaying VirtualBox using VirtualGL, 
        particularly on 100 Megabit and slower networks.
    VirtualGL can also be used with VMWare Workstation, and the concept is basically the same as that of VirtualBox. As with VirtualBox, VMWare uses a special driver in the guest O/S to intercept the OpenGL commands and marshal them to the host O/S, where VirtualGL picks them up.
To use VirtualGL with VMWare Workstation, perform the following procedures:
libvglfaker.so and libdlfaker.so setuid 
        executables.
    This has been tested with VMWare Workstation 9.
vglrun vmware -X {VM path}/{VM name}.vmx
The notes from the previous chapter apply to VMWare Workstation as well.
| Application | Versions Known to Require Recipe | Platform | Recipe | Notes | 
|---|---|---|---|---|
| Abaqus | v6 | Linux | It is necessary to add import osos.environ['ABAQUS_EMULATE_OVERLAYS'] = "1"to /{abaqus_install_dir}/{abaqus_version}/site/abaqus_v6.envto make Abaqus v6 work properly with VirtualGL if the 2D X server does not support transparent overlays.  If this is not done, then the application may fail to launch, fail to display the 3D pixels, or the 3D pixels may become corrupted whenever other windows obscure them. | VirtualGL does not redirect the rendering of transparent overlays, since those cannot be rendered in a Pbuffer.  Thus, in order to use transparent overlays, the 2D X server must be able to render them, which is rarely the case for X proxies (see Section 16.2 for more details.)  Setting ABAQUS_EMULATE_OVERLAYSto1causes the application to emulate overlay rendering instead of using actual transparent overlays.  This workaround is known to be necessary when running Abaqus 6.9 and 6.10 in VNC. | 
| Abaqus | v6 | Linux | vglrun -nodl {abaqus_path}/abaqus | User reports indicate that Abaqus 6.9 will not work properly if libdlfaker.sofrom VirtualGL is preloaded into it.  This may be true for other versions of Abaqus as well. | 
| Cadence Allegro | v16.5 | Linux | vglrun +sync allegro | Allegro relies on mixed X11/OpenGL rendering, and thus certain features (specifically the pcb_cursor_infinitecursor style) do not work properly unlessVGL_SYNCis enabled.  IfVGL_SYNCis not enabled, then the crosshairs may remain on the screen.  SinceVGL_SYNCautomatically enables the X11 transport and disables frame spoiling, it is highly recommended that you use an X proxy whenVGL_SYNCis enabled. See Section 19.1 for further information. | 
| Animator | v4 | Linux | Comment out the line that reads unsetenv LD_PRELOADin the a4script, then launch Animator 4 usingvglrun -ge a4 | When the a4script unsetsLD_PRELOAD, this prevents VirtualGL from being loaded into the application.  Animator 4 additionally checks the value ofLD_PRELOADand attempts to unset it from inside the application.  Usingvglrun -geto launch the application fools Animator 4 into thinking thatLD_PRELOADis unset. | 
| ANSA | v12.1.0 | Linux | Add LD_PRELOAD_SAVE=$LD_PRELOADexport LD_PRELOAD=to the top of the ansa.shscript, then addexport LD_PRELOAD=$LD_PRELOAD_SAVEjust prior to the ${ANSA_EXEC_DIR}bin/ansa_linux${ext2}line. | The ANSA startup script directly invokes /lib/libc.so.6to query the glibc version.  Since the VirtualGL faker depends on libc, preloading VirtualGL when directly invokinglibc.so.6creates an infinite loop. Thus, it is necessary to disable the preloading of VirtualGL in the application script and then re-enable it prior to launching the actual application. | 
| ANSYS HFSS, ANSYS ICEM CFD, Roxar RMS | All | Linux | Set the VGL_SPOILLASTenvironment variable to0prior to launching the application withvglrun | These applications draw node highlighting and/or rubber banding directly to the front buffer.  In order for these front buffer operations to be displayed properly, it is necessary to use the “spoil first” frame spoiling algorithm whenever the application calls glFlush().  See Section 19.1 for further information. | 
| AutoForm | v4.0x | All | vglrun +sync xaf_{version} | AutoForm relies on mixed X11/OpenGL rendering, and thus certain features (particularly the “Dynamic Section” dialog and “Export Image” feature) do not work properly unless VGL_SYNCis enabled.  SinceVGL_SYNCautomatically enables the X11 transport and disables frame spoiling, it is highly recommended that you use an X proxy whenVGL_SYNCis enabled. See Section 19.1 for further information. | 
| Cedega | v6.0.x | Linux | Add export LD_PRELOAD=libvglfaker.soto the top of ~/.cedega/.winex_ver/winex-{version}/bin/winex3, then run Cedega as you would normally (withoutvglrun.)  Sincevglrunis not being used, it is necessary to use environment variables or the VirtualGL Configuration dialog to modify VirtualGL’s configuration. | The actual binary (WineX) that uses OpenGL is buried beneath several layers of Python and shell scripts.  The LD_PRELOADvariable does not get propagated down from the initial shell that invokedvglrun. | 
| Google Chrome/Chromium | v31 and later | Linux | vglrun google-chrome --disable-gpu-sandboxor vglrun chromium --disable-gpu-sandbox | By default, Chrome/Chromium uses a separate process to perform 3D rendering (WebGL), and for reasons that are not yet fully understood, this breaks VirtualGL.  The --disable-gpu-sandboxoption causes 3D rendering to be performed within the browser process. | 
| Compiz | All | Linux | Set the VGL_WMenvironment variable to1prior to launching the window manager withvglrun, or pass an argument of+wmtovglrun. | See Section 19.1 for further information. | 
| Heretic II | All | Linux | vglrun heretic2 +set vid_ref glx | |
| Intel OpenCL ICD | All | Linux | vglrun -ld {path_to_Intel_OpenCL_libs} {application} | The Intel OpenCL installable client driver (ICD) is linked with a run-time library search path (rpath) of $ORIGIN, which would normally have the same effect as adding the directory in which the ICD is installed (default:/opt/intel/opencl/lib64on 64-bit systems) toLD_LIBRARY_PATH.  However, when VirtualGL is interposing thedlopen()function (which it does by default), this causes the actualdlopen()system calls to come fromlibdlfaker.so, so$ORIGINwill resolve to the directory in which the VirtualGL faker libraries are installed.  This causes thedlopen()calls within the Intel ICD to fail, and because the ICD apparently does not check the return value of those calls, a segfault occurs.  The workaround is simply to add the Intel ICD library path toLD_LIBRARY_PATH, which is most easily accomplished withvglrun -ld. | 
| Mathematica | v7 | Linux | Set the VGL_ALLOWINDIRECTenvironment variable to1prior to launching the application withvglrun | Mathematica 7 will not draw the axis numbers on 3D charts correctly unless it is allowed to create an indirect OpenGL context. See Section 19.1 for further information. | 
| MATLAB | All | Linux | vglrun /usr/local/MATLAB/{version}/bin/matlab -nosoftwareopengl | MATLAB will automatically use its built-in (unaccelerated) OpenGL implementation if it detects that it is running in a remote display environment.  More specifically, it will always enable software OpenGL if the X server has an X extension called VNC-EXTENSION, which is the case with TurboVNC, TigerVNC, and RealVNC. | 
| Tecplot 360 | 2011 and earlier | Linux | Set the VGL_GLFLUSHTRIGGERenvironment variable to0prior to launching the application withvglrun | When running in TurboVNC (using VirtualGL), flashing artifacts will be produced when the user zooms/pans/rotates the scene in Tecplot 360, unless VirtualGL is instructed not to use glFlush()as an end-of-frame trigger.  This has been fixed in Tecplot 2012 and later. See Section 19.1 for further information. | 
Stereographic rendering is a feature of OpenGL that creates separate rendering buffers for the left and right eyes and allows the application to render a different image into each buffer. How the stereo images are subsequently displayed depends on the particulars of the 3D hardware and the user’s environment. VirtualGL can support stereographic applications in one of two ways: (1) by sending the stereo image pairs to the client to be displayed in stereo by the client’s GPU, or (2) by combining each stereo image pair into a single image that can be viewed with traditional anaglyphic 3D glasses or a passive stereo system, such as a 3D TV.
The name “quad-buffered” stereo refers to the fact that OpenGL uses four buffers (left front, right front, left back, and right back) to support stereographic rendering with double buffering. GPUs with quad-buffered stereo capabilities generally provide some sort of synchronization signal that can be used to control various types of active stereo 3D glasses. Some also support “passive stereo”, which requires displaying the left and right eye buffers to different monitor outputs. VirtualGL supports quad-buffered stereo by rendering the stereo images on the server and sending the image pairs across the network to be displayed on the client.
In most cases, VirtualGL does not require that a GPU be present in the client machine. However, a GPU is required to display stereo image pairs, so one must be present in any client machine that will use VirtualGL’s quad-buffered stereo feature. Since the GPU is only being used to draw images, it need not necessarily be a high-end GPU. Generally, the least expensive GPU that has stereo capabilities will work fine in a VirtualGL client machine. The VirtualGL server must also have a GPU that supports stereo, since this is the only way that VirtualGL can obtain a stereo Pbuffer.
When an application tries to render something in stereo, VirtualGL will default to using quad-buffered stereo rendering if the 2D X server supports OpenGL and has stereo visuals available (not currently supported in Cygwin/X.) Otherwise, VirtualGL will fall back to using anaglyphic stereo (see below.) It is usually necessary to explicitly enable stereo in the graphics driver configuration for both the client and server machines. The Troubleshooting section below lists a way to verify that both the 3D X server and the 2D X server have stereo visuals available.
In quad-buffered mode, VirtualGL reads back both the left and right eye 
buffers on the server and sends the contents as a pair of compressed 
images to the VirtualGL Client.  The VirtualGL Client then decompresses 
both images and draws them as a single stereo frame to the client 
machine’s X display using glDrawPixels().  It should 
thus be no surprise that enabling quad-buffered stereo in VirtualGL 
decreases performance by 50% or more and uses twice the network 
bandwidth to maintain the same frame rate as mono.
Quad-buffered stereo requires the VGL Transport. Attempting to enable it with any other image transport will cause VGL to fall back to anaglyphic stereo mode.
Anaglyphic stereo is the type of stereographic display used by old 3D movies. It typically relies on a set of 3D glasses consisting of red transparency film over the left eye and cyan transparency film over the right eye, although green/magenta and blue/yellow schemes can be used as well. To generate a 3D anaglyph, one color channel from the left eye buffer is combined with the other two color channels from the right eye buffer, thus allowing a single monographic image to contain stereo data. For instance, in the case of red/cyan, the red channel is taken from the left eye buffer, and the green and blue channels are taken from the right eye buffer. From the point of view of VirtualGL, an anaglyphic image is the same as a monographic image, so anaglyphic stereo images can be sent using any image transport to any type of client, regardless of the client’s capabilities.
VirtualGL uses anaglyphic stereo if it detects that an application has rendered something in stereo but quad-buffered stereo is not available, either because the client doesn’t support it or because a transport other than the VGL Transport is being used. Anaglyphic stereo provides a cheap and easy way to view stereographic applications in X proxies and on clients that do not support quad-buffered stereo. Additionally, anaglyphic stereo performs much faster than quad-buffered stereo, since it does not require sending twice the data to the client.
As with quad-buffered stereo, anaglyphic stereo requires that the VirtualGL server have stereo rendering capabilities. However, anaglyphic stereo does not require any 3D rendering capabilities (stereo or otherwise) on the client machine.
As with anaglyphic stereo, passive stereo combines a stereographic image pair into a single image (a “stereogram”), and thus it can be used with any image transport. However, unlike anaglyphic stereo, passive stereo must be used with specific display hardware, such as a 3D TV or monitor, that decodes the left and right eye images from the stereogram and sends them separately to a pair of 3D glasses (typically, this is accomplished by way of polarization.)
VirtualGL supports three methods of encoding stereograms:
Most 3D TVs/monitors can be configured to decode at least one of these types of stereograms. In order for this to work, however, the 3D drawing area must be full-screen.
A particular stereo mode can be selected by setting the 
VGL_STEREO environment variable or by using the 
-st argument to vglrun.  See Section 
19.1 for more details.
In the case of transparent overlays, VirtualGL completely bypasses its 
own GLX faker and uses indirect OpenGL rendering to draw to the 
transparent overlay using the 2D X server.  The underlay is still 
rendered on the 3D X server, read back, and sent to the 2D X server, as 
always.  Using indirect rendering to render the overlay is unfortunately 
necessary, because there is no reliable way to draw to an overlay using 
2D (X11) functions, there are severe performance issues (on some cards) 
with using glDrawPixels() to draw to the overlay, and there 
is no reasonable way to composite the overlay and underlay in a Pbuffer 
on the VirtualGL server.
The use of overlays is becoming more and more infrequent, and when they are used, it is generally only for drawing small, simple, static shapes and text. We have found that it is often faster to ship the overlay geometry over to the 2D X server rather than to render it as an image and send the image. Thus, even if it were possible to implement overlays without using indirect rendering, it is likely that indirect rendering of overlays would still be the fastest approach for most applications.
As with quad-buffered stereo, overlays must be explicitly enabled in the graphics driver and X server configurations. In the case of overlays, however, they need only be supported and enabled on the client machine and in the 2D X server. Some graphics drivers are known to disallow using both quad-buffered stereo and overlays at the same time. Transparent overlays are not currently supported in Cygwin/X.
Indexed color (8-bit) overlays have been tested and are known to work 
with VirtualGL.  True color (24-bit) overlays work, in theory, but have 
not been tested.  Use glxinfo (see 
Troubleshooting 
below) to verify whether your client’s X display supports overlays 
and whether they are enabled.
VirtualGL includes a modified version of glxinfo that can 
be used to determine whether or not the 2D and 3D X servers have stereo 
or overlay visuals enabled.
Run the following command sequence on the VirtualGL server to determine whether the 3D X server has a suitable visual for stereographic rendering:
xauth merge /etc/opt/VirtualGL/vgl_xauth_key
/opt/VirtualGL/bin/glxinfo -display :{n} -c -v
(where {n} is the display number of the 3D X server.)  One 
or more of the visuals should say “stereo=1” and should list 
“Pbuffer” as one of the “Drawable Types.”
Run the following command sequence on the VirtualGL server to determine whether the 2D X server has a suitable visual for stereographic rendering or transparent overlays.
/opt/VirtualGL/bin/glxinfo -v
In order to use stereo, one or more of the visuals should say “stereo=1”. In order to use transparent overlays, one or more of the visuals should say “level=1”, should list a “Transparent Index” (non-transparent visuals will say “Opaque” instead), and should have a class of “PseudoColor.”
The easiest way to uncover bottlenecks in VirtualGL’s image 
pipeline is to set the VGL_PROFILE environment variable to 
1 on both server and client (passing an argument of 
+pr to vglrun on the server has the same 
effect.)  This will cause VirtualGL to measure and report the throughput 
of various stages in the pipeline.  For example, here are some 
measurements from a dual Pentium 4 server communicating with a Pentium 
III client on a 100 Megabit LAN:
Readback - 43.27 Mpixels/sec - 34.60 fps Compress 0 - 33.56 Mpixels/sec - 26.84 fps Total - 8.02 Mpixels/sec - 6.41 fps - 10.19 Mbits/sec (18.9:1)
Decompress - 10.35 Mpixels/sec - 8.28 fps Blit - 35.75 Mpixels/sec - 28.59 fps Total - 8.00 Mpixels/sec - 6.40 fps - 10.18 Mbits/sec (18.9:1)
The total throughput of the pipeline is 8.0 Megapixels/sec, or 6.4 frames/sec, indicating that our frame is 8.0 / 6.4 = 1.25 Megapixels in size (a little less than 1280 x 1024 pixels.) The readback and compress stages, which occur in parallel on the server, are obviously not slowing things down, and we’re only using 1/10 of our available network bandwidth. Looking at the client, however, we discover that its slow decompression speed (10.35 Megapixels/second) is the primary bottleneck. Decompression and blitting on the client cannot be done in parallel, so the aggregate performance is the harmonic mean of the decompression and blitting rates: [1/ (1/10.35 + 1/35.75)] = 8.0 Mpixels/sec. In this case, we could improve the performance of the whole system by simply using a client with a faster CPU.
This example is meant to demonstrate how the client can sometimes be the primary impediment to VirtualGL’s end-to-end performance. Using “modern” hardware on both ends of the connection, VirtualGL can easily stream 50+ Megapixels/sec across a LAN, as of this writing.
By default, VirtualGL will only send a frame to the client if the client is ready to receive it. If VirtualGL detects that the application has finished rendering a new frame but there are already frames waiting in the queue to be processed, then those unprocessed frames are dropped (“spoiled”) and the new frame is promoted to the head of the queue. This prevents a backlog of frames on the server, which would cause a perceptible delay in the responsiveness of interactive applications. However, when running non-interactive applications, particularly benchmarks, frame spoiling should always be disabled. With frame spoiling disabled, the server will render frames only as quickly as VirtualGL can send those frames to the client, which will conserve server resources as well as allow OpenGL benchmarks to accurately measure the end-to-end performance of VirtualGL (assuming that the VGL Transport is used.) With frame spoiling enabled, OpenGL benchmarks will report meaningless data, since the rate at which the server can render frames is decoupled from the rate at which VirtualGL can send those frames to the client.
In most X proxies (including VNC), there is effectively another layer of frame spoiling, since the rate at which the X proxy can send frames to the client is decoupled from the rate at which VirtualGL can draw images into the X proxy. Thus, even if frame spoiling is disabled in VirtualGL, OpenGL benchmarks will still report inaccurate data if they are run in such X proxies. TCBench, described below, provides a limited solution to this problem.
To disable frame spoiling, set the VGL_SPOIL environment 
variable to 0 on the VirtualGL server or pass an argument 
of -sp to vglrun.  See Section 
19.1 for further information.
VirtualGL includes several tools that can be useful in diagnosing performance problems with the system.
NetTest is a network benchmark that uses the same network I/O classes as 
VirtualGL.  It can be used to test the latency and throughput of any 
TCP/IP connection, with or without SSL encryption.  nettest 
is installed in /opt/VirtualGL/bin by default.  For Windows 
users, a native Windows version of NetTest is included in the 
“VirtualGL-Utils” package, which is distributed alongside 
VirtualGL.
To use NetTest, first start up the NetTest server on one end of the connection:
nettest -server [-ssl]
(Use -ssl if you want to test the performance of SSL 
encryption over this particular connection.  VirtualGL must have been 
compiled with OpenSSL support for this option to be available.)
Next, start the client on the other end of the connection:
nettest -client {server} [-ssl]
Replace {server} with the hostname or IP address 
of the machine on which the NetTest server is running.  (Use 
-ssl if the NetTest server is running in SSL mode.  
VirtualGL must have been compiled with OpenSSL support for this option 
to be available.)
The NetTest client will produce output similar to the following:
TCP transfer performance between localhost and {server}:
Transfer size  1/2 Round-Trip      Throughput      Throughput
(bytes)                (msec)    (MBytes/sec)     (Mbits/sec)
1                    0.093402        0.010210        0.085651
2                    0.087308        0.021846        0.183259
4                    0.087504        0.043594        0.365697
8                    0.088105        0.086595        0.726409
16                   0.090090        0.169373        1.420804
32                   0.093893        0.325026        2.726514
64                   0.102289        0.596693        5.005424
128                  0.118493        1.030190        8.641863
256                  0.146603        1.665318       13.969704
512                  0.205092        2.380790       19.971514
1024                 0.325896        2.996542       25.136815
2048                 0.476611        4.097946       34.376065
4096                 0.639502        6.108265       51.239840
8192                 1.033596        7.558565       63.405839
16384                1.706110        9.158259       76.825049
32768                3.089896       10.113608       84.839091
65536                5.909509       10.576174       88.719379
131072              11.453894       10.913319       91.547558
262144              22.616389       11.053931       92.727094
524288              44.882406       11.140223       93.450962
1048576             89.440702       11.180592       93.789603
2097152            178.536997       11.202160       93.970529
4194304            356.754396       11.212195       94.054712
We can see that the throughput peaks at about 94 megabits/sec, which is pretty good for a 100 Megabit connection. We can also see that, for small transfer sizes, the round-trip time is dominated by latency. The “latency” is the same thing as the one-way (1/2 round-trip) transit time for a zero-byte packet, which is about 93 microseconds in this case.
CPUstat is available only for Linux and is installed in the same place 
as NetTest (/opt/VirtualGL/bin by default.)  It measures 
the average, minimum, and peak CPU usage for all processors combined and 
for each processor individually.  On Windows, this same functionality is 
provided in the Windows Performance Monitor, which is part of the 
operating system.  On Solaris, the same data can be obtained through 
vmstat.
CPUstat measures the CPU usage over a given sample period (a few seconds) and continuously reports how much the CPU was utilized since the last sample period. Output for a particular sample looks something like this:
ALL : 51.0 (Usr= 47.5 Nice= 0.0 Sys= 3.5) / Min= 47.4 Max= 52.8 Avg= 50.8 cpu0: 20.5 (Usr= 19.5 Nice= 0.0 Sys= 1.0) / Min= 19.4 Max= 88.6 Avg= 45.7 cpu1: 81.5 (Usr= 75.5 Nice= 0.0 Sys= 6.0) / Min= 16.6 Max= 83.5 Avg= 56.3
The first column indicates what percentage of time the CPU was active since the last sample period (this is then broken down into what percentage of time the CPU spent running user, nice, and system/kernel code.) “ALL” indicates the average utilization across all CPUs since the last sample period. “Min”, “Max”, and “Avg” indicate a running minimum, maximum, and average of all samples since CPUstat was started.
Generally, if an application’s CPU usage is fairly steady, you can run CPUstat for a bit and wait for the Max. and Avg. for the “ALL” category to stabilize, then that will tell you what the application’s peak and average % CPU utilization is.
TCBench was born out of the need to compare VirtualGL’s performance to that of other thin client software, some of which had frame spoiling features that could not be disabled. TCBench measures the frame rate of a thin client system as seen from the client’s point of view. It does this by attaching to one of the client windows and continuously reading back a small area at the center of the window. While this may seem to be a somewhat non-rigorous test, experiments have shown that, if care is taken to ensure that the application is updating the center of the window on every frame (such as in a spin animation), TCBench can produce quite accurate results. It has been sanity checked with VirtualGL’s internal profiling mechanism and with a variety of system-specific techniques, such as monitoring redraw events on the client’s windowing system.
TCBench is installed in /opt/VirtualGL/bin by default.  For 
Windows users, a native Windows version of TCBench is included in the 
“VirtualGL-Utils” package, which is distributed alongside 
VirtualGL.  Run tcbench from the command line, and it will 
prompt you to click in the window you want to benchmark.   That window 
should already have an automated animation of some sort running before 
you launch TCBench.  Note that GLXSpheres (see below) is an ideal 
benchmark to use with TCBench, since GLXSpheres draws a new sphere to 
the center of its window on every frame.
tcbench -?
lists the relevant command-line arguments, which can be used to adjust the benchmark time, the sampling rate, and the x and y offset of the sampling area within the window.
GLXSpheres is a benchmark that produces very similar images to nVidia’s (long-discontinued) SphereMark benchmark. Back in the early days of VirtualGL’s existence, it was discovered (quite by accident) that SphereMark was a pretty good test of VirtualGL’s end-to-end performance, because that benchmark generated images with about the same proportion of solid color and similar frequency components to the images generated by volume visualization applications.
Thus, the goal of GLXSpheres was to create an open source Unix version of SphereMark (the original SphereMark was for Windows only) completely from scratch. GLXSpheres does not use any code from the original benchmark, but it does attempt to mimic the visual output of the original as closely as possible. GLXSpheres lacks some of the advanced rendering features of the original, such as the ability to use vertex arrays, but since GLXspheres was primarily designed as a benchmark for VirtualGL, display lists are more than fast enough for that purpose.
GLXSpheres has some additional modes that its predecessor lacked, modes that are designed specifically to test the performance of various VirtualGL features:
glxspheres -s)glxspheres -o)glxspheres -m)glxspheres -m over a remote X connection, then run 
        vglrun -sp glxspheres -m over the same 
        connection and compare. Immediate mode does not use display lists, so 
        when immediate mode OpenGL is rendered indirectly (over a remote X 
        connection), this causes every OpenGL command to be sent as a separate 
        network request to the X server … with every frame.  Many 
        applications do not use display lists (because the geometry they are 
        rendering is dynamic, or for other reasons), so this test models how 
        such applications might perform when displayed remotely without 
        VirtualGL.
    glxspheres -i)vglrun glxspheres -i) with the non-interactive 
        frame rate (vglrun -sp glxspheres) allows you to 
        quantify the effect of X latency on the performance of interactive 
        applications in a VirtualGL environment.
    GLXSpheres is installed in /opt/VirtualGL/bin by default.  
64-bit VirtualGL builds name this program glxspheres64 so 
as to allow both a 64-bit and a 32-bit version of GLXSpheres to be 
installed on the same system.
Several of VirtualGL’s configuration parameters can be changed on 
the fly once a 3D application has been started.  This is accomplished by 
using the VirtualGL Configuration dialog, which can be popped up by 
holding down the CTRL and SHIFT keys and 
pressing the F9 key while any one of the 3D 
application’s windows is active.  This displays the following 
dialog box:

You can use this dialog to adjust various image compression and display parameters in VirtualGL. Changes are communicated immediately to VirtualGL.
VGL_COMPRESS=proxy. This option can be activated at any 
        time, regardless of which transport was active when VirtualGL started. 
        VGL_COMPRESS=jpeg.  This option is only available if the 
        VGL Transport was active when VirtualGL started. VGL_COMPRESS=rgb.  This option is only available if the VGL 
        Transport was active when VirtualGL started. VGL_COMPRESS=xv.  
        This option is only available if the 2D X server has the X Video 
        extension and the X Video implementation supports the YUV420P (AKA 
        “I420”) pixel format. VGL_COMPRESS=yuv.  
        This option is only available if the 2D X server has the X Video 
        extension, the X Video implementation supports the YUV420P (AKA 
        “I420”) pixel format, and the VGL Transport was active when 
        VirtualGL started. VGL_COMPRESS configuration option.
        If an image transport plugin is loaded, then this menu’s name changes to “Image Compression”, and it has options “0” through “10”.
VGL_SUBSAMP=gray 
        VGL_SUBSAMP=1x VGL_SUBSAMP=2x VGL_SUBSAMP=4x VGL_SUBSAMP configuration option.
        If an image transport plugin is loaded, then this menu has two additional options, “8X” and “16X”.
VGL_QUAL.  See Section 
        19.1 for more information about the 
        VGL_QUAL configuration option.
        If an image transport plugin is loaded, then this gadget’s name changes to “Image Quality”.
VGL_GAMMA.  This enables VirtualGL’s internal gamma 
        correction system with the specified gamma correction factor.  See 
        Section 19.1 for more information 
        about the VGL_GAMMA configuration option.
    VGL_SPOIL.  
        See Section 17.2 and Section 
        19.1 for more information about the 
        VGL_SPOIL configuration option.
    VGL_INTERFRAME.  See Section 
        19.1 for more information 
        about the VGL_INTERFRAME configuration option.
    VGL_STEREO=left. 
        VGL_STEREO=right VGL_STEREO=quad 
        VGL_STEREO=rc VGL_STEREO=gm 
        VGL_STEREO=by VGL_STEREO=i VGL_STEREO=tb 
        VGL_STEREO=ss VGL_STEREO configuration option.
    VGL_FPS.  See Section 
        19.1 for more information about the 
        VGL_FPS configuration option.
    You can set the VGL_GUI environment variable to change the 
key sequence used to pop up the VirtualGL Configuration dialog.  If the 
default of CTRL-SHIFT-F9 is not suitable, then set 
VGL_GUI to any combination of ctrl, 
shift, alt, and one of 
f1, f2,..., f12 (these are not case sensitive.)  
For example:
export VGL_GUI=CTRL-F9
will cause the dialog box to pop up whenever CTRL-F9 is 
pressed.
To disable the VirtualGL dialog altogether, set VGL_GUI to 
none.
VirtualGL monitors the application’s X event loop to determine whenever a particular key sequence has been pressed. If an application is not monitoring key press events in its X event loop, then the VirtualGL Configuration dialog might not pop up at all. There is unfortunately no workaround for this, but it should be a rare occurrence.
You can control the operation of the VirtualGL faker in four different ways. Each method of configuration takes precedence over the previous method:
/etc/profile)
    ~/.bashrc)
    export VGL_XXX={whatever})
    vglrun.  
        This effectively overrides any previous environment variable setting 
        corresponding to that configuration option.
    If “Custom (if supported)” is listed as one of the available Image Transports, then this means that image transport plugins are free to handle or ignore the configuration option as they see fit.
| Environment Variable | VGL_ALLOWINDIRECT = 0 | 1 | 
| Summary | Allow applications to request an indirect OpenGL context | 
| Image Transports | All | 
| Default Value | 0 (all OpenGL contexts use direct rendering, unless rendering to a transparent overlay) | 
glReadPixels() can perform very slowly 
        if an indirect OpenGL context is used.) VGL_ALLOWINDIRECT to 1 will cause VirtualGL to 
        honor the application’s request for an indirect OpenGL context.
    | Environment Variable | VGL_CLIENT = {c} | 
| vglrunargument | -cl {c} | 
| Summary | {c}= the hostname or IP address of the VirtualGL client | 
| Image Transports | VGL, Custom (if supported) | 
| Default Value | Automatically set by vglconnectorvglrun | 
VGL_CLIENT should be set to 
        the hostname or IP address of the machine on which 
        vglclient is running. Normally, VGL_CLIENT is 
        set automatically when executing vglconnect or 
        vglrun, so don’t override it unless you know what 
        you’re doing.
    | Environment Variable | VGL_COMPRESS = proxy | jpeg | rgb | xv | yuv | 
| vglrunargument | -c proxy | jpeg | rgb | xv | yuv | 
| Summary | Set image transport and image compression type | 
| Image Transports | All | 
| Default Value | (See description) | 
VGL_COMPRESS is not specified, then the default is set as 
         follows: DISPLAY environment variable 
         begins with : or unix:, then VirtualGL 
         assumes that the X display connection is local and will default to 
         using proxy compression. 
        If an image transport plugin is being used, then you can set VGL_COMPRESS to any numeric value >= 0 (Default value = 0.)  The plugin can choose to respond to this value as it sees fit.
        
| Environment Variable | VGL_DEFAULTFBCONFIG = {attrib_list} | 
| Summary | {attrib_list}= Attributes of the default GLX framebuffer config, which VirtualGL uses if a 3D application does not callglXChooseVisual()to specify the visual attributes it desires | 
| Image Transports | All | 
| Default Value | None | 
glXChooseVisual() function to obtain an X11 visual with a 
        desired set of OpenGL attributes (such as a specific Z buffer depth, 
        etc.)  The application would then use that X visual when creating an X 
        window for OpenGL rendering.  VirtualGL’s fundamental purpose is 
        to redirect OpenGL rendering from a window on one X server (the 2D X 
        server) to a Pbuffer on another X server (the 3D X server.)  Thus, for 
        every OpenGL-enabled X visual that the application tries to obtain, 
        VirtualGL needs to obtain an equivalent “GLX FB config”, 
        which is like an X visual for Pbuffers.  VirtualGL does this by 
        intercepting glXChooseVisual() and using the attributes 
        passed to that function to build an attribute list for 
        glXChooseFBConfig(), which is called on the 3D X server.  
        The FB config returned from glXChooseFBConfig() is mapped 
        internally to an X visual on the 2D X server, and that visual is 
        returned from glXChooseVisual().  The FB config is later 
        used when creating the Pbuffer that backs a 3D application window. 
        glXChooseVisual().  Such applications will iterate through 
        the list of X visuals and examine the OpenGL attributes of each using 
        glXGetConfig().  The problem is this:  whereas in a 
        “normal” GLX environment, there would be a 1:1 
        correspondence between X visuals and GLX FB configs, in 
        VirtualGL’s split rendering environment, X visuals are on the 2D X 
        server and GLX FB configs are on the 3D X server. Thus, if an 
        application calls glXGetConfig() before calling 
        glXChooseVisual(), VirtualGL has not yet mapped the X 
        visual in question to a GLX FB config, and furthermore, VirtualGL has no 
        idea what type of visual the application is looking for.  In such cases, 
        VGL has to map the visual to a default FB config.  Since this default FB 
        config is very basic, if the application is hunting for a visual with a 
        particular OpenGL attribute (such as an alpha channel or a stencil 
        buffer), then it may fail to find one. VGL_DEFAULTFBCONFIG allows the user to specify the 
        attributes of VirtualGL’s default FB config.  This may be 
        necessary to make certain applications work, if those applications do 
        not use glXChooseVisual() to obtain a visual.  The 
        attribute list is specified in the same way that you would specify an 
        attribute list for glXChooseFBConfig().  Example: 
        VGL_DEFAULTFBCONFIG = GLX_ALPHA_SIZE,8,GLX_STENCIL_SIZE,8.  
        See Application 
        Recipes for a list of applications that are 
        known to require the use of this configuration option.
    | Environment Variable | VGL_DISPLAY = {d} | 
| vglrunargument | -d {d} | 
| Summary | {d}= the X display to use for 3D rendering | 
| Image Transports | All | 
| Default Value | :0 | 
VGL_DISPLAY to (or invoking vglrun -d 
        with) :0.1 would cause VirtualGL to redirect all of the 3D 
        rendering from the application to a GPU attached to Screen 1 on X 
        display :0.
    | Environment Variable | VGL_EXCLUDE = {d1[,d2,d3,...]} | 
| Summary | {d1[,d2,d3,...]}= A comma-separated list of X displays for which the VirtualGL interposer should be bypassed | 
| Image Transports | All | 
| Default Value | None | 
VGL_EXCLUDE environment variable 
        specifies a list of X display names (for instance, “:0.1”) 
        for which VirtualGL should not interpose any X11, GLX, OpenGL, or XCB 
        calls.  In other words, VirtualGL treats these displays as 3D X servers 
        instead of 2D X servers and does not attempt to redirect 3D rendering 
        away from them.  When an X display connection is opened using 
        XOpenDisplay(), VirtualGL checks if the display name 
        appears in the exclude list, and if so, all subsequent X11, GLX, OpenGL, 
        and XCB calls intended for that display are allowed to pass through 
        unimpeded.  This variable is re-checked every time 
        XOpenDisplay() is called, so it can be set dynamically from 
        within an application.
    | Environment Variable | VGL_FAKEXCB = 0 | 1 | 
| vglrunargument | -xcb/+xcb | 
| Summary | Disable/enable XCB interposer | 
| Image Transports | All | 
| Default Value | Enabled | 
| Environment Variable | VGL_FORCEALPHA = 0 | 1 | 
| Summary | Force the Pbuffers used for 3D rendering to have an 8-bit alpha channel | 
| Image Transports | All | 
| Default Value | VGL_FORCEALPHA=1if PBO readback mode is used,VGL_FORCEALPHA=0otherwise | 
VGL_FORCEALPHA to 1 causes VirtualGL to always 
        create Pbuffers with alpha channels.  This means that a 32-bit-per-pixel 
        (BGRA) Pbuffer will be created if the application requests a 
        24-bit-per-pixel visual. VGL_FORCEALPHA might be necessary in order to use PBO 
        readback mode with the afore-mentioned GPUs (as of this writing, nVidia 
        GeForce adapters are known to require this.)  See the 
        VGL_READBACK 
        option for further information.
        
        VGL_FORCEALPHA overrides the application’s choice of visuals.  It has no effect if the application is not explicitly choosing a visual.  In that case, use VGL_DEFAULTFBCONFIG instead.
        
| Environment Variable | VGL_FPS = {f} | 
| vglrunargument | -fps {f} | 
| Summary | Limit the end-to-end frame rate to {f}frames/second, where{f}is a floating point number > 0.0 | 
| Image Transports | VGL, X11, XV, Custom (if supported) | 
| Default Value | 0.0 (No limit) | 
VGL_FPS effectively limits the 
        server’s 3D rendering frame rate as well.
    | Environment Variable | VGL_GAMMA = {g} | 
| vglrunargument | -gamma {g} | 
| Summary | Specify gamma correction factor | 
| Image Transports | All | 
| Default Value | 1.00 (no gamma correction) | 
VGL_GAMMA is set 
        to an arbitrary floating point value, then VirtualGL will perform gamma 
        correction on all of the rendered 3D images from the application, using 
        the specified value as the gamma correction factor.  You can also 
        specify a negative value to apply a “de-gamma” function.  
        Specifying a gamma correction factor of G (where G < 0) is equivalent 
        to specifying a gamma correction factor of -1/G.
    | Environment Variable | VGL_GLFLUSHTRIGGER = 0 | 1 | 
| Summary | Disable/enable reading back and sending the front buffer contents whenever the 3D application calls glFlush()while rendering to the front buffer | 
| Default Value | Enabled | 
glFlush() is a sort of “asynchronous 
        synchronization” command.  It flushes the OpenGL command buffers, 
        which generally has the effect of ensuring that the commands have been 
        delivered to the GPU. However, unlike glFinish(), 
        glFlush() does not wait until the commands have been 
        rendered before it returns. glFlush() can vary widely from application to application. 
        When doing front buffer rendering, some applications call 
        glFlush() after each object is rendered.  Some call it only 
        at the end of the frame.  Others call glFlush() much more 
        often, even as frequently as every time a few primitives are rendered.  
        This creates problems for VirtualGL, since it has to guess what the 
        application is intending to do.  Not all applications that use front 
        buffer rendering call glFinish() to signal the end of a 
        frame, so VirtualGL cannot usually get away with ignoring 
        glFlush().  However, some applications call 
        glFlush() so often that VirtualGL cannot get away with 
        reading back/sending a frame every time glFlush() is 
        called, either (see 
        VGL_SPOILLAST for 
        more information on how VirtualGL tries to handle this, under normal 
        circumstances.) glFlush() very liberally and intend for it to be an 
        intermediate rather than a final synchronization command.  Such 
        applications will call glFinish() after a sequence of 
        glFlush() calls, so for those applications, reading back 
        and sending the rendered 3D image in response to glFlush() 
        calls is a waste of resources and can sometimes create visual artifacts 
        (for instance, if the application clears the front buffer with a 
        particular color, calls glFlush(), then clears it again 
        with another color.  We wouldn’t mention it if it hadn’t 
        happened before.)  For such applications, setting 
        VGL_GLFLUSHTRIGGER to 0 should make them 
        display properly in VirtualGL.  See 
        Application 
        Recipes for a list of applications that are 
        known to require this.
    | Environment Variable | VGL_GLLIB = {l} | 
| Summary | {l}= the location of an alternate OpenGL library | 
| Image Transports | All | 
glXGetProcAddress() or 
        glXGetProcAddressARB() function in the OpenGL library 
        against which it or the 3D application was linked (usually 
        libGL.so.1, in the system library path), and VGL will use 
        that function to load any	other “real” OpenGL or GLX 
        functions that it needs to call (“real” as opposed to the 
        “fake”, or “interposed”, versions of those 
        functions that VirtualGL provides, which often modify the arguments or 
        perform other operations before calling the “real” 
        functions.)  You can use the VGL_GLLIB environment variable 
        to specify the path of a dynamic library from which VirtualGL should 
        load “real” GLX and OpenGL functions. | Environment Variable | VGL_GUI = {k} | 
| Summary | {k}= the key sequence used to pop up the VirtualGL Configuration dialog, ornoneto disable the dialog | 
| Image Transports | All | 
| Default Value | shift-ctrl-f9 | 
CTRL-SHIFT-F9 is pressed.  In the event that this 
        interferes with a key sequence that the application is already using, 
        then you can redefine the key sequence used to pop up the VirtualGL 
        Configuration dialog by setting VGL_GUI to some combination 
        of shift, ctrl, alt, and one of 
        f1, f2, ..., f12. You can also set 
        VGL_GUI to none to disable the configuration 
        dialog altogether.  See Chapter 
        18 for more details.
    | Environment Variable | VGL_INTERFRAME = 0 | 1 | 
| Summary | Enable or disable interframe image comparison | 
| Image Transports | VGL (JPEG, RGB), Custom (if supported) | 
| Default Value | Enabled | 
VGL_INTERFRAME to 0 disables this behavior. 
        
        When using the VGL Transport, interframe comparison is affected by the VGL_TILESIZE option
        
| Environment Variable | VGL_LOG = {l} | 
| Summary | Redirect all messages from VirtualGL to a log file specified by {l} | 
| Image Transports | All | 
| Default Value | Print all messages to stderr | 
| Environment Variable | VGL_LOGO = 0 | 1 | 
| Summary | Enable or disable the display of a VGL logo in the 3D window(s) | 
| Image Transports | All | 
| Default Value | Disabled | 
VGL_LOGO to 1 will cause VirtualGL to 
        display a small logo in the bottom right-hand corner of all of the 
        application’s 3D windows.  This is meant as a debugging tool to 
        allow users to determine whether or not VirtualGL is active.
    | Environment Variable | VGL_NPROCS = {n} | 
| vglrunargument | -np {n} | 
| Summary | {n}= the number of CPUs to use for multi-threaded compression | 
| Image Transports | VGL (JPEG, RGB), Custom (if supported) | 
| Default Value | 1 | 
        When using the VGL Transport, multi-threaded compression is affected by the VGL_TILESIZE option
        
| Environment Variable | VGL_PORT = {p} | 
| vglrunargument | -p {p} | 
| Summary | {p}= the TCP port to use when connecting to the VirtualGL Client | 
| Image Transports | VGL, Custom (if supported) | 
| Default Value | Read from X property stored by VirtualGL Client | 
vglclient stores on the 2D X 
        server, so don’t override this unless you know what you’re 
        doing.
    | Environment Variable | VGL_PROFILE = 0 | 1 | 
| vglrunargument | -pr/+pr | 
| Summary | Disable/enable profiling output | 
| Image Transports | VGL, X11, XV, Custom (if supported) | 
| Default Value | Disabled | 
| Environment Variable | VGL_QUAL = {q} | 
| vglrunargument | -q {q} | 
| Summary | {q}= the JPEG compression quality, 1 <={q}<= 100 | 
| Image Transports | VGL (JPEG), Custom (if supported) | 
| Default Value | 95 | 
        If using an image transport plugin, then this setting need not necessarily correspond to JPEG image quality.  The plugin can choose to respond to the VGL_QUAL option as it sees fit.
        
| Environment Variable | VGL_READBACK = none | pbo | sync | 
| Summary | Specify the method used by VirtualGL to read back the 3D pixels from the 3D graphics adapter | 
| Image Transports | All | 
| Default Value | pbo | 
VGL_READBACK=none disables VirtualGL’s 
        readback mechanism and prevents duplication of effort. VGL_DISPLAY and 
        VGL_READBACK to each MPI process, it is possible to make 
        all of the ParaView server processes render to off-screen buffers on 
        different GPUs while preventing VirtualGL from displaying any pixels 
        except those generated by Process 0. VGL_FORCEALPHA 
        option to 1 could alleviate the issue. VGL_VERBOSE=1 
        will cause VirtualGL to print the current readback mode being used, as 
        well as the pixel format requested by the readback operation and the 
        pixel format of the Pbuffer.  Additionally, a notification will be 
        printed if VirtualGL falls back from PBO readback mode to synchronous 
        readback mode.
    | Environment Variable | VGL_REFRESHRATE = {r} | 
| Summary | {r}= the “virtual” refresh rate, in Hz, for the GLX_EXT_swap_control and GLX_SGI_swap_control extensions | 
| Image Transports | All | 
| Default Value | 60.0 | 
glXSwapBuffers() will not return until a specified number 
        of refreshes (the “swap interval”) has occurred.  Although 
        refresh rate has no meaning when rendering into an off-screen buffer, 
        VirtualGL still emulates the swap control extensions so that 
        applications can control their own frame rate (this is often used by 
        games, for instance, in which maintaining a constant frame rate is 
        important.)  VirtualGL uses an internal timer to emulate the refresh 
        rate, and setting VGL_REFRESHRATE changes the interval of 
        that timer.
    | Environment Variable | VGL_SAMPLES = {s} | 
| vglrunargument | -ms {s} | 
| Summary | Force OpenGL multisampling to be enabled with {s}samples.{s}= 0 to force OpenGL multisampling to be disabled. | 
| Image Transports | All | 
| Default Value | Allow the 3D application to determine the level of multisampling | 
__GL_FSAA_MODE environment variable) do not 
        work with Pbuffers and, subsequently, do not work with VirtualGL.  If 
        VGL_SAMPLES is > 0, then VirtualGL will attempt to 
        create Pbuffers with the specified number (or a greater number) of 
        samples.  This effectively forces the 3D application to render with the 
        specified multisampling level, as if the application had explicitly 
        passed attributes of GLX_SAMPLES, {s} 
        to glXChooseVisual().  If VGL_SAMPLES is 
        0, then VirtualGL forces multisampling to be disabled, even 
        if the 3D application explicitly tries to enable it.
        
        VGL_SAMPLES overrides the application’s choice of visuals.  It has no effect if the application is not explicitly choosing a visual.  In that case, use VGL_DEFAULTFBCONFIG instead.
        
        Multisampling cannot be used with Pixmap rendering.  Any application that uses Pixmap rendering will fail if VGL_SAMPLES is set to a value other than 0.
        
| Environment Variable | VGL_SPOIL = 0 | 1 | 
| vglrunargument | -sp/+sp | 
| Summary | Disable/enable frame spoiling | 
| Image Transports | VGL, X11, XV, Custom (if supported) | 
| Default Value | Enabled | 
| Environment Variable | VGL_SPOILLAST = 0 | 1 | 
| Summary | Disable/enable “spoil last” frame spoiling algorithm for frames triggered by glFlush() | 
| Image Transports | VGL, X11, XV, Custom (if supported) | 
| Default Value | Enabled | 
glXSwapBuffers() while rendering to the 
        back buffer or if the 3D application calls glFinish(), 
        glFlush(), or glXWaitGL() while rendering to 
        the front buffer.  When frame spoiling is enabled and the image 
        transport is busy compressing/sending a frame, the newly-rendered frame 
        is normally promoted to the head of the queue, and the rest of the 
        frames in the queue are “spoiled” (discarded.)  This 
        algorithm, called “spoil first”, ensures that when a frame 
        is actually delivered through the image transport (rather than spoiled), 
        the delivered frame will be the most recently rendered frame.  However, 
        this algorithm requires that VirtualGL read back every frame that the 
        application renders, even if the frame is ultimately discarded. 
        glFlush() many 
        thousands of times per frame while rendering to the front buffer.  Thus, 
        VirtualGL’s default behavior is to use a different spoiling 
        algorithm, “spoil last”, to process frames triggered by 
        glFlush() calls.  “Spoil last” discards the 
        most recently rendered frame if the image transport is busy.  Thus, the 
        only frames that are read back from the Pbuffer are the frames that are 
        actually delivered through the image transport.  However, there is no 
        guarantee in this case that the delivered frame will be the most 
        recently rendered frame, so applications that perform front buffer 
        rendering and call glFlush() in response to an interactive 
        operation may not display properly.  For such applications, setting the 
        VGL_SPOILLAST environment variable to 0 prior 
        to launching the application with vglrun will cause the 
        “spoil first” algorithm to be used for all frame triggers, 
        including glFlush().  This should fix the display problem, 
        at the expense of increased load on the GPU (because VirtualGL is now 
        reading back the rendered 3D image every time glFlush() is 
        called.)  See Application 
        Recipes for a list of applications that are 
        known to require this.
    | Environment Variable | VGL_SSL = 0 | 1 | 
| vglrunargument | -s/+s | 
| Summary | Disable/enable SSL encryption of the image transport | 
| Image Transports | VGL, Custom (if supported) | 
| Default Value | Disabled | 
This option has no effect unless both the VirtualGL server and client were built with OpenSSL support.
| Environment Variable | VGL_STEREO = left | right | quad | rc | gm | by | i | tb | ss | 
| vglrunargument | -st left | right | quad | rc | gm | by | i | tb | ss | 
| Summary | Specify the delivery method for stereo images | 
| Image Transports | All | 
| Default Value | quad | 
| Environment Variable | VGL_SUBSAMP = gray | 1x | 2x | 4x | 8x | 16x | 
| vglrunargument | -samp gray | 1x | 2x | 4x | 8x | 16x | 
| Summary | Specify the level of chrominance subsampling in the JPEG image compressor | 
| Image Transports | VGL (JPEG), Custom (if supported) | 
| Default Value | 1x | 
NOTE: in the digital world, the terms “YCbCr” and “YUV” are often used interchangeably. Per the convention of the image processing and digital video communities, we use “YCbCr” when discussing JPEG compression and “YUV” when discussing video formats, but they are really the same thing.


 
 
        
        If using an image transport plugin, then this setting need not necessarily correspond to JPEG chrominance subsampling.  How the plugin responds to the VGL_SUBSAMP option is implementation-specific.
        
| Environment Variable | VGL_SYNC = 0 | 1 | 
| vglrunargument | -sync/+sync | 
| Summary | Disable/enable strict 2D/3D synchronization | 
| Image Transports | VGL, X11, XV, Custom (if supported) | 
| Default Value | Disabled | 
glFinish() or glFlush() or 
        glXWaitGL(), and VirtualGL will read back the Pbuffer and 
        deliver the pixels to the 2D X server … eventually. This is fine 
        for the vast majority of applications, but it does not strictly conform 
        to the GLX spec.  Technically speaking, when an application calls 
        glXWaitGL() or glFinish(), it is well within 
        its rights to expect the 3D image to be immediately available in the X 
        window. Fortunately, very few applications actually do expect this, but 
        on rare occasions, an application may try to use 
        XGetImage() or other X11 functions to obtain a bitmap of 
        the pixels that were rendered by OpenGL. Enabling VGL_SYNC 
        is a somewhat extreme measure that may be needed to make such 
        applications display properly with VirtualGL.  It was developed 
        initially as a way to pass the GLX conformance suite 
        (conformx, specifically), but at least one commercial 
        application is known to require it as well (see 
        Application 
        Recipes.)VGL_SYNC is enabled, every call to glFinish(), 
        glXWaitGL(), and glXSwapBuffers() (and 
        glFlush(), if 
        VGL_GLFLUSHTRIGGER 
        is enabled) will cause the contents of the Pbuffer to be read back and 
        synchronously drawn into the application’s window 
        using the X11 Transport and no frame spoiling.  The call to 
        glFinish(), glXWaitGL(), 
        glFlush(), or glXSwapBuffers() will not return 
        until VirtualGL has verified that the pixels have been delivered into 
        the application’s window.  As such, this mode can have potentially 
        dire effects on performance when used with a remote 2D X server.  It is 
        strongly recommended that VGL_SYNC be used only in 
        conjunction with an X proxy running on the same server as VirtualGL.
        
        If an image transport plugin is being used, then VirtualGL does not automatically enable the X11 Transport or disable frame spoiling when VGL_SYNC is set.  This allows the plugin to handle synchronous image delivery as it sees fit (or to simply ignore this option.)
        
| Environment Variable | VGL_TILESIZE = {t} | 
| Summary | {t}= the image tile size ({t}x{t}pixels) to use for multi-threaded compression and interframe comparison (8 <={t}<= 1024) | 
| Image Transports | VGL (JPEG, RGB), Custom (if supported) | 
| Default Value | 256 | 
| Environment Variable | VGL_TRACE = 0 | 1 | 
| vglrunargument | -tr/+tr | 
| Summary | Disable/enable tracing | 
| Image Transports | All | 
| Default Value | Disabled | 
| Environment Variable | VGL_TRANSPORT = {t} | 
| vglrunargument | -trans {t} | 
| Summary | Use an image transport plugin | 
| Default Value | None | 
libtransvgl_{t}.so 
        located in the dynamic linker path.  See Chapter 
        11 for more information.
    | Environment Variable | VGL_TRAPX11 = 0 | 1 | 
| Summary | Disable/enable VirtualGL’s X11 error handler | 
| Image Transports | All | 
| Default Value | Disabled | 
VGL_TRAPX11 option 
        will cause VirtualGL to install its own X11 error handler, which prints 
        a warning message but allows the application to continue running.
    | Environment Variable | VGL_VERBOSE = 0 | 1 | 
| vglrunargument | -v/+v | 
| Summary | Disable/enable verbose VirtualGL messages | 
| Image Transports | All | 
| Default Value | Disabled | 
| Environment Variable | VGL_WM = 0 | 1 | 
| vglrunargument | -wm/+wm | 
| Summary | Disable/enable window manager mode | 
| Image Transports | All | 
| Default Value | Disabled | 
| Environment Variable | VGL_X11LIB = {l} | 
| Summary | {l}= the location of an alternate X11 library | 
| Image Transports | All | 
libX11.so.6, in the system library path) to load 
        any	“real” X11 functions that it needs to call 
        (“real” as opposed to the “fake”, or 
        “interposed”, versions of those functions that VirtualGL 
        provides, which often modify the arguments or perform other operations 
        before calling the “real” functions.)  You can use the 
        VGL_X11LIB environment variable to specify the path of a 
        dynamic library from which VirtualGL should load “real” X11 
        functions. | Environment Variable | VGL_XCBLIB = {l} | 
| Summary | {l}= the location of an alternate XCB library | 
| Image Transports | All | 
| Default Value | libxcb.so.1in the system library path | 
| Environment Variable | VGL_XCBATOMLIB = {l} | 
| Summary | {l}= the location of an alternate xcb-atom library | 
| Image Transports | All | 
| Default Value | libxcb-atom.so.0orlibxcb-atom.so.1in the system library path | 
| Environment Variable | VGL_XCBGLXLIB = {l} | 
| Summary | {l}= the location of an alternate xcb-glx library | 
| Image Transports | All | 
| Default Value | libxcb-glx.so.0in the system library path | 
| Environment Variable | VGL_XCBKEYSYMSLIB = {l} | 
| Summary | {l}= the location of an alternate xcb-keysyms library | 
| Image Transports | All | 
| Default Value | libxcb-keysyms.so.0orlibxcb-keysyms.so.1in the system library path | 
| Environment Variable | VGL_XCBX11LIB = {l} | 
| Summary | {l}= the location of an alternate X11-xcb library | 
| Image Transports | All | 
| Default Value | libX11-xcb.so.1in the system library path | 
| Environment Variable | VGL_XVENDOR = {v} | 
| Summary | {v}= a fake X11 vendor string to return when the application callsXServerVendor()orServerVendor() | 
| Image Transports | All | 
These settings control the VirtualGL Client, which is used only with the 
VGL Transport.  vglclient is normally launched 
automatically from vglconnect and should not require any 
further configuration except in exotic circumstances.  These settings 
are meant only for advanced users or those wishing to build additional 
infrastructure around VirtualGL.
| Environment Variable | VGLCLIENT_DRAWMODE = ogl | x11 | 
| vglclientargument | -gl/-x | 
| Summary | Specify the method used to draw pixels into the application window | 
| Default Value | x11 | 
| Environment Variable | VGLCLIENT_LISTEN = sslonly | nossl | 
| vglclientargument | -sslonly/-nossl | 
| Summary | Accept only unencrypted or only SSL connections from the VirtualGL server | 
| Default Value | Accept both SSL and unencrypted connections | 
This option is available only if the VirtualGL client was built with OpenSSL support.
| Environment Variable | VGLCLIENT_PORT = {p} | 
| vglclientargument | -port {p} | 
| Summary | {p}= TCP port on which to listen for unencrypted connections from the VirtualGL server | 
| Default Value | Automatically select a free port | 
vglclient is to first try 
        listening for unencrypted connections on port 4242, to maintain backward 
        compatibility with VirtualGL v2.0.x.  If port 4242 is not available, 
        then vglclient will try to find a free port in the range of 
        4200-4299.  If none of those ports is available, then 
        vglclient will request a free port from the operating 
        system. vglclient to listen 
        only on the specified TCP port.
    | Environment Variable | VGL_PROFILE = 0 | 1 | 
| Summary | Disable/enable profiling output | 
| Default Value | Disabled | 
| Environment Variable | VGLCLIENT_SSLPORT = {p} | 
| vglclientargument | -sslport {p} | 
| Summary | {p}= TCP port on which to listen for SSL connections from the VirtualGL server | 
| Default Value | Automatically select a free port | 
vglclient is to first try 
        listening for SSL connections on port 4243, to maintain backward 
        compatibility with VirtualGL v2.0.x.  If port 4243 is not available, 
        then vglclient will try to find a free port in the range of 
        4200-4299.  If none of those ports is available, then 
        vglclient will request a free port from the operating 
        system. vglclient to listen 
        only on the specified TCP port.
        This option is available only if the VirtualGL client was built with OpenSSL support.
| Environment Variable | VGL_VERBOSE = 0 | 1 | 
| Summary | Disable/enable verbose VirtualGL messages | 
| Default Value | Disabled |