> Multihead systems are planned for 2.5.X. So far the people involved in
>the design of the new console system are Vojtech Pavlik, myself, and Geert
>Uytterhoeven. Others are welcomed. Matrin Mares was invloved in the new
>design but due to limitations in time he placed me in charge of the
>developement of the new console system. Unfortunely I have the same
>problem. Developement will pcik up once 2.4.X comes out. Vojtech has
>worked on the input system based on GGI consoles input system and has
>quite a bit done. I have worked with Geert to prepare fbdev for real
>multihead support. Some still needs to be done. The core part the console
>system itself needs a really work over. This part is really vaporware.
>Both me and Matrin Mares have some early code which is in the input patch.
>Of course this wasn't completed since me and Mares disagree on several
>design issues.
cool!
> What needs to be done? Well both me and Vojtech have early work for
>multihead support in 2.3.X. Vojtech already has /dev/event in the usb
>directory of the developement branch.
yes, i noticed this recently and got /dev/input0 working this morning with
my USB keyboard (yea!). If i'm correct the latest version of libgii does
not support /dev/inputX yet. I have been quite excited about this, and am
hopeing to see support in libgii for this in the future, since i believe
that this is the last step in getting functional "multi-console" support
now.
I have slowly been placing a new
>fbdev API in place. Many drivers have not been converted over to this new
>API. I need those drivers ported over and I can't do it alone.
>It's going to kick butt to have quake run on multiple heads of course with
>several voodoo cards.
I have run quakeforge on GGI spanning 3 monitors. It is very cool. Here
are my results:
first off, i'm running 2 matrox G200's and 1 ATI mach 64, (using fbdev). i
originally tried running quake on 2 monitors, but that put the gun on the
border of the 2 monitors, makeing it unplayable. After i added a 3rd
monitor, things got much better :)
A interesting artifact... when i used the "tile" device to span it accross
all 3, it appeared to scale the pre-defined quake resolution to my monitors.
thus everything was 3 times as wide.... my rifle now looked like a cannon,
and the guys i was hunting, now 3 times as wide, looked like midgets. So
quake on 3 monitors has been nicknamed "midget wars" around here for now :)
It dosn't feel like quake anymore, but i recomend you try it ;)
make shure you have the "magic sys Rq" key compiled into your kernel when
you use tile, since it has a habit of locking up the keyboard after you
leave the game, (or any tile mode). I'll try to send a new strace to the
list today.
as for "multi-console" quake, all we need is the /dev/inputX supported, and
we'll be able to do that. (actually if you use a mouse, it's supported now
(just thought of that... will have to try it. I'll send results to the
list)
by the way, thanks to all who have put together all the pieces so far. I'm
really quite hopeful of having something functional soon.
I'm going to go work on that strace, and multi-mouse quake. Results soon.
Corey
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com