Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-23 Thread Martin Spott
Tim, my earlier request might have gone lost:

Tim Moore wrote:

 See docs-mini/README.multiscreen in the FlightGear source tree.

Is the Here's a complete example that uses a seperate window on each
display.-example meant to reproduce the same behaviour as we had
before ?

Best regards,

Martin.
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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-23 Thread Tim Moore
Martin Spott wrote:
 Tim, my earlier request might have gone lost:
 
 Tim Moore wrote:
 
 See docs-mini/README.multiscreen in the FlightGear source tree.
 
 Is the Here's a complete example that uses a seperate window on each
 display.-example meant to reproduce the same behaviour as we had
 before ?
 
Yes, if you mean the multiscreen capability that you have shown at LinuxTag. By 
the way, the old syntax is still supported, though it is obviously not as 
flexible.

Tim

 Best regards,
 
   Martin.


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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-23 Thread Martin Spott
Tim Moore wrote:
 Martin Spott wrote:
  Tim Moore wrote:

  See docs-mini/README.multiscreen in the FlightGear source tree.
  
  Is the Here's a complete example that uses a seperate window on each
  display.-example meant to reproduce the same behaviour as we had
  before ?
  
 Yes, if you mean the multiscreen capability that you have shown at LinuxTag.

Yup, this is what I'm heading for. Thanks,

Martin.
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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Erwan MAS
On Tue, Oct 14, 2008 at 04:01:55PM -0400, Matthew Tippett wrote:
 Hi,
 
 I don't know if Tim has documented the OSG Camera work that he has done. 
   it removes most of the requirements for multiple instances and runs 
 very  well on modest hardware.  Of course it depends on what you are 
 doing for the mode of operation.

The OSG Camera can work with 2 PC each with 2 screens ? 


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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Curtis Olson
Hi Erwan,

Tim's multiple view features are very powerful, and I'm amazed at how fast
things run on medium and even lower range hardware.

Tim's updates support two major modes of operation.

1. If you have multiple monitors connected to your computer and setup as
separate independent displays (i.e. you can't drag a window back and forth
between the monitors, and can't create a window that spans multiple
monitors) then you can configure FlightGear to open up a separate window on
each display and draw a unique view perspective in each window.  (And if you
want you can configure flightgear to open multiple windows on a single
display.)

2. If you have multiple monitors connected as one larger virtual display,
you can configure FlightGear to open up one large window that spans all your
displays, but then separate that large window into individual cameras and
still draw a unique perspective on each display.

In addition, each view is highly configurable, no matter how your displays
are configured.

- You can setup a distinct field of view for each display, so you can create
a seamless outside world with different size monitors.

- If you wish, you can define each view in terms of the low level view
frustum parameters, so you can carefully measure your monitor/display layout
and configure each view to match your physical layout exactly ... including
asymmetric view frustums if need be.  Otherwise you can still define your
views in terms of a simpler (but less flexible) horizontal/vertical field of
view scheme.

- You can specify the horizontal and vertical offset from center for each
display.  This allows you to spread out your monitors to account for the
physical gap between displays ... this allows you to create an even more
seamless virtual world where runway lines and horizon lines start in the
correct place on the next monitor when they run off the edge of the first.
Imagine taking a large poster, cutting it into pieces and the separating the
pieces from each other by a little bit ... none of the straight lines in the
original image will pass straight through in the separated/stretched
version.  Now imagine taking that same picture and cutting strips out of it,
but leaving the sections where they were originally.  Straight lines are
preserved between adjacent pieces.  This is the sort of thing I'm talking
about here.

Examples:

- ATI (the ATI that makes graphics chips and cards) used a simplified
(prerelease) version of this feature to demo 8 screens being driven from a
single computer at SigGraph this year.

- Enter the Matrox Triple Head to Go (google it if you haven't heard of
it.)  This is just a little box, but to the computer, it looks like one
giant 3x wide monitor.  It plugs into your computer on one side, and on the
other side you plug in 3 actual monitors.  So you get up to 3 monitors
without your computer needing to know anything about it, and even on video
cards with only one external display connector (like a laptop.)  Using the
2nd mode of operation described above, I divided my one big window into 3
camera views and was able to draw about 120 degree wrap around field of view
on 3 displays.

In addition, the laptop's built in display was still available for ... oh
... let's say an operator console:

http://baron.flightgear.org/~curt/tmp/IMG_2196.JPG

- I've done an extended version of this same theme where the front 3
monitors were driven by a single PC with the Matrox Triple Head 2 Go box,
and the 90 degree left/right displays (2 displays) were driven by a second
computer using stock dual head nvidia hardware.

None of this unfortunately ends up in my own house.  I'm stuck with ye-olde
17 LCD dispay (analog) for my view into the virtual world. :-)

So to summarize, I'm extremely impressed and happy with how well Tim
leveraged OSG's multiple window and multiple camera features and how well
they are integrated into FlightGear.

In a former life (circa year 2000) I used to work on a driving simulator
that was powered by a $250,000 Sgi Onyx.  This system had the ability to
take the 4 quadrants of your display and pipe that to 4 separate monitors.
Unfortunately, the hardware started bogging down and the best we could do
was three 640x480 displays at about 15 fps.

Fast forward to 8 years later and you can do three 1280x1024 displays at
60fps (easily) running on hardware that easily costs less than $1000.  (Oh
and that Sgi would break down every couple months, requiring board
replacements ... and those boards ran $30k to $60k each and required a
specially trained sgi tech to install them.  We paid $10k a year for our
hardware maintenance contract.)

Regards,

Curt.


On Wed, Oct 15, 2008 at 2:38 AM, Erwan MAS wrote:

 On Tue, Oct 14, 2008 at 04:01:55PM -0400, Matthew Tippett wrote:
  Hi,
 
  I don't know if Tim has documented the OSG Camera work that he has done.
it removes most of the requirements for multiple instances and runs
  very  well on modest hardware.  Of course it depends on 

Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Matthew Tippett
Now has this been documented?  Or is there sufficient OSG documentation 
to guide?

Regards,

Matthew

 Original Message  
Subject: Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
From: Curtis Olson [EMAIL PROTECTED]
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: 15/10/08 09:59 AM

 Hi Erwan,
 
 Tim's multiple view features are very powerful, and I'm amazed at how 
 fast things run on medium and even lower range hardware.
 
 Tim's updates support two major modes of operation.
 
 1. If you have multiple monitors connected to your computer and setup as 
 separate independent displays (i.e. you can't drag a window back and 
 forth between the monitors, and can't create a window that spans 
 multiple monitors) then you can configure FlightGear to open up a 
 separate window on each display and draw a unique view perspective in 
 each window.  (And if you want you can configure flightgear to open 
 multiple windows on a single display.)
 
 2. If you have multiple monitors connected as one larger virtual 
 display, you can configure FlightGear to open up one large window that 
 spans all your displays, but then separate that large window into 
 individual cameras and still draw a unique perspective on each display.
 
 In addition, each view is highly configurable, no matter how your 
 displays are configured.
 
 - You can setup a distinct field of view for each display, so you can 
 create a seamless outside world with different size monitors.
 
 - If you wish, you can define each view in terms of the low level view 
 frustum parameters, so you can carefully measure your monitor/display 
 layout and configure each view to match your physical layout exactly ... 
 including asymmetric view frustums if need be.  Otherwise you can still 
 define your views in terms of a simpler (but less flexible) 
 horizontal/vertical field of view scheme.
 
 - You can specify the horizontal and vertical offset from center for 
 each display.  This allows you to spread out your monitors to account 
 for the physical gap between displays ... this allows you to create an 
 even more seamless virtual world where runway lines and horizon lines 
 start in the correct place on the next monitor when they run off the 
 edge of the first.  Imagine taking a large poster, cutting it into 
 pieces and the separating the pieces from each other by a little bit ... 
 none of the straight lines in the original image will pass straight 
 through in the separated/stretched version.  Now imagine taking that 
 same picture and cutting strips out of it, but leaving the sections 
 where they were originally.  Straight lines are preserved between 
 adjacent pieces.  This is the sort of thing I'm talking about here.
 
 Examples:
 
 - ATI (the ATI that makes graphics chips and cards) used a simplified 
 (prerelease) version of this feature to demo 8 screens being driven from 
 a single computer at SigGraph this year.
 
 - Enter the Matrox Triple Head to Go (google it if you haven't heard of 
 it.)  This is just a little box, but to the computer, it looks like one 
 giant 3x wide monitor.  It plugs into your computer on one side, and on 
 the other side you plug in 3 actual monitors.  So you get up to 3 
 monitors without your computer needing to know anything about it, and 
 even on video cards with only one external display connector (like a 
 laptop.)  Using the 2nd mode of operation described above, I divided my 
 one big window into 3 camera views and was able to draw about 120 degree 
 wrap around field of view on 3 displays.
 
 In addition, the laptop's built in display was still available for ... 
 oh ... let's say an operator console:
 
 http://baron.flightgear.org/~curt/tmp/IMG_2196.JPG
 
 - I've done an extended version of this same theme where the front 3 
 monitors were driven by a single PC with the Matrox Triple Head 2 Go 
 box, and the 90 degree left/right displays (2 displays) were driven by a 
 second computer using stock dual head nvidia hardware.
 
 None of this unfortunately ends up in my own house.  I'm stuck with 
 ye-olde 17 LCD dispay (analog) for my view into the virtual world. :-)
 
 So to summarize, I'm extremely impressed and happy with how well Tim 
 leveraged OSG's multiple window and multiple camera features and how 
 well they are integrated into FlightGear.
 
 In a former life (circa year 2000) I used to work on a driving simulator 
 that was powered by a $250,000 Sgi Onyx.  This system had the ability to 
 take the 4 quadrants of your display and pipe that to 4 separate 
 monitors.  Unfortunately, the hardware started bogging down and the best 
 we could do was three 640x480 displays at about 15 fps.
 
 Fast forward to 8 years later and you can do three 1280x1024 displays at 
 60fps (easily) running on hardware that easily costs less than $1000.  
 (Oh and that Sgi would break down every couple months, requiring board 
 replacements ... and those

Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Tim Moore
Matthew Tippett wrote:
 Now has this been documented?  Or is there sufficient OSG documentation 
 to guide?
 
See docs-mini/README.multiscreen in the FlightGear source tree.

Tim

 Regards,
 
 Matthew
 
  Original Message  
 Subject: Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
 From: Curtis Olson [EMAIL PROTECTED]
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: 15/10/08 09:59 AM
 
 Hi Erwan,

 Tim's multiple view features are very powerful, and I'm amazed at how 
 fast things run on medium and even lower range hardware.

 Tim's updates support two major modes of operation.

 1. If you have multiple monitors connected to your computer and setup as 
 separate independent displays (i.e. you can't drag a window back and 
 forth between the monitors, and can't create a window that spans 
 multiple monitors) then you can configure FlightGear to open up a 
 separate window on each display and draw a unique view perspective in 
 each window.  (And if you want you can configure flightgear to open 
 multiple windows on a single display.)

 2. If you have multiple monitors connected as one larger virtual 
 display, you can configure FlightGear to open up one large window that 
 spans all your displays, but then separate that large window into 
 individual cameras and still draw a unique perspective on each display.

 In addition, each view is highly configurable, no matter how your 
 displays are configured.

 - You can setup a distinct field of view for each display, so you can 
 create a seamless outside world with different size monitors.

 - If you wish, you can define each view in terms of the low level view 
 frustum parameters, so you can carefully measure your monitor/display 
 layout and configure each view to match your physical layout exactly ... 
 including asymmetric view frustums if need be.  Otherwise you can still 
 define your views in terms of a simpler (but less flexible) 
 horizontal/vertical field of view scheme.

 - You can specify the horizontal and vertical offset from center for 
 each display.  This allows you to spread out your monitors to account 
 for the physical gap between displays ... this allows you to create an 
 even more seamless virtual world where runway lines and horizon lines 
 start in the correct place on the next monitor when they run off the 
 edge of the first.  Imagine taking a large poster, cutting it into 
 pieces and the separating the pieces from each other by a little bit ... 
 none of the straight lines in the original image will pass straight 
 through in the separated/stretched version.  Now imagine taking that 
 same picture and cutting strips out of it, but leaving the sections 
 where they were originally.  Straight lines are preserved between 
 adjacent pieces.  This is the sort of thing I'm talking about here.

 Examples:

 - ATI (the ATI that makes graphics chips and cards) used a simplified 
 (prerelease) version of this feature to demo 8 screens being driven from 
 a single computer at SigGraph this year.

 - Enter the Matrox Triple Head to Go (google it if you haven't heard of 
 it.)  This is just a little box, but to the computer, it looks like one 
 giant 3x wide monitor.  It plugs into your computer on one side, and on 
 the other side you plug in 3 actual monitors.  So you get up to 3 
 monitors without your computer needing to know anything about it, and 
 even on video cards with only one external display connector (like a 
 laptop.)  Using the 2nd mode of operation described above, I divided my 
 one big window into 3 camera views and was able to draw about 120 degree 
 wrap around field of view on 3 displays.

 In addition, the laptop's built in display was still available for ... 
 oh ... let's say an operator console:

 http://baron.flightgear.org/~curt/tmp/IMG_2196.JPG

 - I've done an extended version of this same theme where the front 3 
 monitors were driven by a single PC with the Matrox Triple Head 2 Go 
 box, and the 90 degree left/right displays (2 displays) were driven by a 
 second computer using stock dual head nvidia hardware.

 None of this unfortunately ends up in my own house.  I'm stuck with 
 ye-olde 17 LCD dispay (analog) for my view into the virtual world. :-)

 So to summarize, I'm extremely impressed and happy with how well Tim 
 leveraged OSG's multiple window and multiple camera features and how 
 well they are integrated into FlightGear.

 In a former life (circa year 2000) I used to work on a driving simulator 
 that was powered by a $250,000 Sgi Onyx.  This system had the ability to 
 take the 4 quadrants of your display and pipe that to 4 separate 
 monitors.  Unfortunately, the hardware started bogging down and the best 
 we could do was three 640x480 displays at about 15 fps.

 Fast forward to 8 years later and you can do three 1280x1024 displays at 
 60fps (easily) running on hardware that easily costs less than $1000.  
 (Oh

Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Curtis Olson
On Wed, Oct 15, 2008 at 9:10 AM, Matthew Tippett  wrote:

 Now has this been documented?  Or is there sufficient OSG documentation
 to guide?


Look for docs-mini/README.multiscreen in the CVS source.

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Erwan MAS
On Wed, Oct 15, 2008 at 08:59:52AM -0500, Curtis Olson wrote:
 Hi Erwan,
 
 Tim's multiple view features are very powerful, and I'm amazed at how fast
 things run on medium and even lower range hardware.
 
 Tim's updates support two major modes of operation.

But this require that all screens are attached to the same computer .

Currently i work with 2 computerq so i have 3 screens with only 1 
keyboard/mouse 
with SYNERGY ( see http://synergy2.sourceforge.net/ ) . Operating systems can
be different .

So the multi-instance mode for multiscreen is very simple to setup for me.

My configuration is a laptop and a computer with 2 screens, and i dont need 
special
hardware to play . I have a nvidia card with in xinerama mode .

I think we must keep the another mode for multiscreen ( aka multi instance ) .

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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Matthew Tippett
First up, some arbitrary definitions.  Multi-instance means multiple
instances of flightgear running (on one machine or many).
Multi-camera is using what Tim is describing here.

I don't believe that multi-camera is exclusive of multi-instance.  But
for most users, a multi-camera setup will be cheaper (assuming you
have the slots on your motherboard).

Regards... Matthew


On 10/15/08, Erwan MAS [EMAIL PROTECTED] wrote:
 On Wed, Oct 15, 2008 at 08:59:52AM -0500, Curtis Olson wrote:
 Hi Erwan,

 Tim's multiple view features are very powerful, and I'm amazed at how fast
 things run on medium and even lower range hardware.

 Tim's updates support two major modes of operation.

 But this require that all screens are attached to the same computer .

 Currently i work with 2 computerq so i have 3 screens with only 1
 keyboard/mouse
 with SYNERGY ( see http://synergy2.sourceforge.net/ ) . Operating systems
 can
 be different .

 So the multi-instance mode for multiscreen is very simple to setup for me.

 My configuration is a laptop and a computer with 2 screens, and i dont need
 special
 hardware to play . I have a nvidia card with in xinerama mode .

 I think we must keep the another mode for multiscreen ( aka multi instance )
 .

 --
  
 / Erwan MAS /\
| mailto:[EMAIL PROTECTED]   |_/
 ___|   |
 \___\__/

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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Erwan MAS
On Wed, Oct 15, 2008 at 07:52:42PM -0400, Matthew Tippett wrote:
 First up, some arbitrary definitions.  Multi-instance means multiple
 instances of flightgear running (on one machine or many).
 Multi-camera is using what Tim is describing here.
 
 I don't believe that multi-camera is exclusive of multi-instance. 

I agree with this .

 But for most users, a multi-camera setup will be cheaper (assuming you
 have the slots on your motherboard).

I many people have multiple computer too , so multi-instance can still be 
useful :-)

Regards ,

Erwan 
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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-14 Thread Matthew Tippett
Hi,

I don't know if Tim has documented the OSG Camera work that he has done. 
  it removes most of the requirements for multiple instances and runs 
very  well on modest hardware.  Of course it depends on what you are 
doing for the mode of operation.

Regards,

Matthew

 Original Message  
Subject: [Flightgear-devel] Patch for multiscreen mode with multiplayer
From: Erwan MAS [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Date: 14/10/08 04:16 PM

 Hello ,
 
 I resubmit my patch .
 
 This reason of this patch is to have a better behavior of flightgear when you 
 fly 
 in multi screen configuration with multi-player mode .
 
 When you setup  a multi-monitor configuration you have  multi instances
 of flightgear ( see http://www.inkdrop.net/dave/multimon.pdf ) .
 
 On the second screen the slave instance , i don't see multiplayer .
 A small solution to solve the problem was to resend the packet coming from
 the multiplayer server to the other instance of flightgear .
 
 Who can push this patch in the cvs ?  
 
 
 
 
 
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