On Sun, Aug 30, 2009 at 7:11 PM, Gene Buckle <ge...@deltasoft.com> wrote:

>
>>  DirectX actually works ok.  At least the windowed test apps I've dug up
> appear to work ok.
>
DirectX actually provides software rendering backends for most things it
does, so it's still entirely possible the USB has no 3D acceleration and the
samples are software rendering using the directX api... but you may not care
about 3d acceleration in the end, depending on what you are doing anyways.

With the OpenGL stuff, it sounds like your window is being created on the
main display, is that right? If so, I'd guess that what's happening is you
are getting hardware acceleration on your main adapter, which means that
when you move the window from one monitor to the other, you just switched it
over to be displayed by another device which doesn't have your openGL
context or your textures or display lists or vertex buffers or whatever.
It's still possible that you can get an OpenGL context on those auxillary
adapters (Windows XP should be providing a software rendering opengl 1.1
implementation for devices without opengl drivers), but you probably need to
make sure the window starts on the auxillary device to begin with, so the
opengl context gets created correctly - which you *might* be able to do with
that SDL_WINDOW_POS environment var thing



> The 7" LCD is a TV set being fed through a VGA->composite device.  I was
> planning on no higher than 800x600.  Since there are really no true "3D"
> elements to the PFD or Nav displays, it shouldn't be a problem to be
> software-only rendered.
>
> Is there any rotation, scaling or coloring? Any shader effects? cause if
you are just blitting images, it would probably be a piece of cake to adapt
what you have to use pygame/sdl's software rendering, and then the opengl
context thing is no problem.

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