Hi Vincent,

The osgViewer library has built in support for doing multiple
screens/contexts, I would recommend using this, rather than trying to
cook your own solution for it.   It is possible to have your app
provided the window and let the OSG create the GLX context for each
window, so this might well be the best solution for integrating with
your Motif widgets, but you could easily keep the Motify GUI and the
actual 3D rendering entirely separate so integration might not be
neccessary.

As you don't say anything about how you integrate the OSG and Motify
or what OSG version you are using I can't make any specific
recommendations on how to do it.

Robert.

On Mon, Jun 13, 2011 at 2:34 PM, Vincent DEBOSSE
<vdebo...@sopragroup.com> wrote:
> Hi,
>
> I'm working on a part of a big application that has to render a few 3D views 
> of the same scene, spread along multiple screens. The application itself is 
> entirely using X/MOTIF and my part receives a widget in which I have to draw 
> the 3D content every so often.
>
> It was working well before the need of multiple screens, using one viewer and 
> changing the camera properties before frame() for each view, then calling glx 
> draw function on the widget.
>
> However, with 2 screens I have to duplicate the viewers, display and glx 
> contexts and I have a lot of flickering and messages "invalid operation after 
> Renderbin::draw". I looked at osgwindows and osgcompositeviewer samples but 
> neither have multiple screen support - the setup I have to work with is on 
> linux fedora 13 with independant desktops for each of the 6 screens.
>
> I have a hard time finding resources for a similar setup using osg and motif. 
> Any suggestions ?
>
> Thank you!
>
> Cheers
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=40407#40407
>
>
>
>
>
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