Hi Daniel, The OSG is designed for handling multi-channel system and provides the support via the osgVIewer support for master + slave Camera.
The osgwindow example is probably the most straight forward implementation to look at - this creates two windows and assign these to two slave osg::Camera, which are both assigned to a single osgViewer::Viewer (subclass from osgViewer::View which subclasses from osg::View) which provides the master Camera. The overall view is controlled by the master Camera attached to the View(er) which provides the main view and projection matrices. The slave Camera's that are assigned to the View(er) have offset matrices that multiplied by the master's view and projection matrices to give the final view and projection matrices that the Slave camera will use. Other examples of the slave camera in action can be seen in the osgViewer::ViewConfig implementations found in the src/osgViewer/config directory. The neatest way to implement what you need would be to implement your own custom osgViewer::ViewConfig that sets up the appropriate Slave Camera you need, then when you want to set up your viewer for this display system you simply pass in this ViewConfig and have it configure the View(er) as required. Robert. On 13 January 2016 at 03:50, Dan Liu <[email protected]> wrote: > Dear all: > Hello! I'm using OSG to develop an application which run as screen > wall(M rows, N columns). I studied the osgcluster example. But still don't > know how to split master screen into MXN sub screens, and scale the screen > according to the screen wall's real resolution. > > With best regards > Daniel > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

