Hi Tim,

while running the OSG examples with the OSGViewer I have a very strange effect on my machine. The 
screen is split between my two monitors, but in "the wrong" order, e.g. for the cow.osg 
example the first part is rendered to the left screen and the "end" part of the cow is 
rendered to the right screen.

In other words the cow is split in the wrong way. This holds for any example, 
can sombody give me a quick hint, how to fix this ?

I've seen this effect as well, and it seems to me that it's just because of the way OSG queries the screens. It doesn't seem to consider the relative positions of the screens at all, it will just always place screen 0 left-most, screen 1 to the right of that, screen 2 to the right again and so on.

It will always do a horizontal arrangement of all screens, i.e. a Nx1 arrangement for N screens. So in particular, if your screens are say 2x2 (2 video cards with 2 screens each, placed in a square 2 screens high and 2 wide), and even though it's configured that way in Windows, OSG won't see it and will still think it's a 4x1 arrangement.

So yes, OSG's out-of-the-box support for multiple screens (especially relative positions) could be better. But I haven't had time to do anything about it myself.

Ultimately, if you want to place the screens the way you want, you're better off making it configurable in your app (similar to the Displays control panel where you can drag screens around to place them relative to each other). It could be just a config file to achieve the same effect. Or you could code up a proper query of screen geometry and positions through Windows APIs and automatically place viewports on that. I've done this for our own software, and it's a bit complex but once you've figured it out it's definitely useful. I wish I could just transpose that code directly into OSG but it's not possible at present.

Hope this helps,

J-S

--
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Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
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