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]>              
>                         |_/
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> 
> 
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> 
> 
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