Hi Fabian Windows should handle a window that expands ower multiple devices, in our application we have a single graphicswindow set up on two screens, the graphics window is handmodified to position itself in the top left corner, 0,-1080 in this case and extends past both screens. I then set up two views each taking up the space of a single monitor, and disable the window decorator.
I know there is a call to do the setup something like setupviewacrossalllscreens or so, but I havent experimentet with that yet. Good luck. Brgs Ralf Stokholm 2008/9/21 Fabian Bützow <[EMAIL PROTECTED]> > Hi Robert, > thanks for your help in this case and thanks for all your other replies, > you have been a great source of motivation and advice. > > However, my problem has not been completely solved, yet. You were right, > with the single graphics context and window for all views, the textures are > updated now in each View. Cheers! The problem is, that i want to project the > render result with 2 or 3 projectors onto an object, each projector with an > individual View. Is it possible to extend the one graphics window over > several screens/projectors? With that i could undo the window decoration and > fake two independent views..? Otherwise i probably have to use multiple > graphics windows and share the context (what id like to avoid, since you > said that would cause even more problems). > > Cheers, > Fabian > > ps: i try to summarise, my (restricted) knowledge of graphics > window/context etc.. Maybe others can contribute to that as well. > When you dont specify a graphics context for a View, osg generates a new > unique one for each View. Graphics contexts comprise basically everything > you need for standard rendering, buffers etc. The scene data of the View is > copied. Each graphics context is displayed in a new graphics window. (One > graphics context->one window, multiple Views->multiple graphics > contexts->multiple graphics windows). > > An update traversal is done only once per scenegraph(?), starting from the > View that is placed highest in the scenegraph. After that cull and draw > traversals are executed for each View. > > [Prerender cameras nodes under a View in the scenegraph are rendered once > for each View, the results of this step are not shared among the Views.] > > hmm->more assumptions than knowledge..i should better stop ;) > > > _______________________________________________ > osg-users mailing list > email@example.com > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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