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.
>

Attachment: Testlm3.cfg
Description: Binary data

Attachment: Testlm2.cfg
Description: Binary data

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