Matthew Tippett wrote:
> Now has this been documented?  Or is there sufficient OSG documentation 
> to guide?
> 
See docs-mini/README.multiscreen in the FlightGear source tree.

Tim

> Regards,
> 
> Matthew
> 
> -------- Original Message  --------
> Subject: Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
> From: Curtis Olson <[EMAIL PROTECTED]>
> To: FlightGear developers discussions 
> <flightgear-devel@lists.sourceforge.net>
> Date: 15/10/08 09:59 AM
> 
>> Hi Erwan,
>>
>> Tim's multiple view features are very powerful, and I'm amazed at how 
>> fast things run on medium and even lower range hardware.
>>
>> Tim's updates support two major modes of operation.
>>
>> 1. If you have multiple monitors connected to your computer and setup as 
>> separate independent displays (i.e. you can't drag a window back and 
>> forth between the monitors, and can't create a window that spans 
>> multiple monitors) then you can configure FlightGear to open up a 
>> separate window on each display and draw a unique view perspective in 
>> each window.  (And if you want you can configure flightgear to open 
>> multiple windows on a single display.)
>>
>> 2. If you have multiple monitors connected as one larger virtual 
>> display, you can configure FlightGear to open up one large window that 
>> spans all your displays, but then separate that large window into 
>> individual cameras and still draw a unique perspective on each display.
>>
>> In addition, each view is highly configurable, no matter how your 
>> displays are configured.
>>
>> - You can setup a distinct field of view for each display, so you can 
>> create a seamless outside world with different size monitors.
>>
>> - If you wish, you can define each view in terms of the low level view 
>> frustum parameters, so you can carefully measure your monitor/display 
>> layout and configure each view to match your physical layout exactly ... 
>> including asymmetric view frustums if need be.  Otherwise you can still 
>> define your views in terms of a simpler (but less flexible) 
>> horizontal/vertical field of view scheme.
>>
>> - You can specify the horizontal and vertical offset from center for 
>> each display.  This allows you to spread out your monitors to account 
>> for the physical gap between displays ... this allows you to create an 
>> even more seamless virtual world where runway lines and horizon lines 
>> start in the correct place on the next monitor when they run off the 
>> edge of the first.  Imagine taking a large poster, cutting it into 
>> pieces and the separating the pieces from each other by a little bit ... 
>> none of the straight lines in the original image will pass straight 
>> through in the separated/stretched version.  Now imagine taking that 
>> same picture and cutting strips out of it, but leaving the sections 
>> where they were originally.  Straight lines are preserved between 
>> adjacent pieces.  This is the sort of thing I'm talking about here.
>>
>> Examples:
>>
>> - ATI (the ATI that makes graphics chips and cards) used a simplified 
>> (prerelease) version of this feature to demo 8 screens being driven from 
>> a single computer at SigGraph this year.
>>
>> - Enter the Matrox Triple Head to Go (google it if you haven't heard of 
>> it.)  This is just a little box, but to the computer, it looks like one 
>> giant 3x wide monitor.  It plugs into your computer on one side, and on 
>> the other side you plug in 3 actual monitors.  So you get up to 3 
>> monitors without your computer needing to know anything about it, and 
>> even on video cards with only one external display connector (like a 
>> laptop.)  Using the 2nd mode of operation described above, I divided my 
>> one big window into 3 camera views and was able to draw about 120 degree 
>> wrap around field of view on 3 displays.
>>
>> In addition, the laptop's built in display was still available for ... 
>> oh ... let's say an operator console:
>>
>>     http://baron.flightgear.org/~curt/tmp/IMG_2196.JPG
>>
>> - I've done an extended version of this same theme where the front 3 
>> monitors were driven by a single PC with the Matrox Triple Head 2 Go 
>> box, and the 90 degree left/right displays (2 displays) were driven by a 
>> second computer using stock dual head nvidia hardware.
>>
>> None of this unfortunately ends up in my own house.  I'm stuck with 
>> ye-olde 17" LCD dispay (analog) for my view into the virtual world. :-)
>>
>> So to summarize, I'm extremely impressed and happy with how well Tim 
>> leveraged OSG's multiple window and multiple camera features and how 
>> well they are integrated into FlightGear.
>>
>> In a former life (circa year 2000) I used to work on a driving simulator 
>> that was powered by a $250,000 Sgi Onyx.  This system had the ability to 
>> take the 4 quadrants of your display and pipe that to 4 separate 
>> monitors.  Unfortunately, the hardware started bogging down and the best 
>> we could do was three 640x480 displays at about 15 fps.
>>
>> Fast forward to 8 years later and you can do three 1280x1024 displays at 
>> 60fps (easily) running on hardware that easily costs less than $1000.  
>> (Oh and that Sgi would break down every couple months, requiring board 
>> replacements ... and those boards ran $30k to $60k each and required a 
>> specially trained sgi tech to install them.  We paid $10k a year for our 
>> hardware maintenance contract.)
>>
>> Regards,
>>
>> Curt.
>>
>>
>> On Wed, Oct 15, 2008 at 2:38 AM, Erwan MAS wrote:
>>
>>     On Tue, Oct 14, 2008 at 04:01:55PM -0400, Matthew Tippett wrote:
>>      > Hi,
>>      >
>>      > I don't know if Tim has documented the OSG Camera work that he
>>     has done.
>>      >   it removes most of the requirements for multiple instances and runs
>>      > very  well on modest hardware.  Of course it depends on what you are
>>      > doing for the mode of operation.
>>
>>     The OSG Camera can work with 2 PC each with 2 screens ?
>>
>>
>>     --
>>         ____________________________________________________________
>>        / Erwan MAS                                                 /\
>>       | mailto:[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>              
>>                         |_/
>>     ___|________________________________________________________   |
>>     \___________________________________________________________\__/
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>>
>>
>> -- 
>> Curtis Olson: http://baron.flightgear.org/~curt/
>>
>>
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