Hi, Robert,
I remember having problems with the approach you mentioned. I just
tried again by using two render surfaces, and it still didn't work
right. I used two render surfaces, the first covering a single display,
and the second covering two displays connected to the other card. I
tried two different approaches regarding the cameras, the first, three
cameras each covering one display, and the second, two cameras each
covering one render surface. But the draw time of the camera(s)
covering the stretched render surface was outrageously high, in the
neighborhood of 300ms. What may I have been wrong in setting up the
channels? See attached .cfg files for my set up. My computer runs
windows XP, with the middle screen set as the primary display, and the
middle and right displays connected to the same graphics card.
Thanks,
Yefei
>
> Hi Yefei,
>
> The best way to do three outputs from two cards is to have two render
> surfaces, one per car, then have two camera/viewports sharing one
> render surface on one card, and one camera/viewport on the other card.
>
> Robert.
>
Testlm3.cfg
Description: Binary data
Testlm2.cfg
Description: Binary data
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