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 <[email protected]> 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 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 what you are > > doing for the mode of operation. > > The OSG Camera can work with 2 PC each with 2 screens ? > > > -- > ____________________________________________________________ > / Erwan MAS /\ > | mailto:[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]> > |_/ > ___|________________________________________________________ | > \___________________________________________________________\__/ > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win > great prizes > Grand prize is a trip for two to an Open Source event anywhere in > the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > _______________________________________________ > Flightgear-devel mailing list > [email protected] > <mailto:[email protected]> > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > > > > -- > Curtis Olson: http://baron.flightgear.org/~curt/ > > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > > ------------------------------------------------------------------------ > > _______________________________________________ > Flightgear-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/flightgear-devel ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

