Hi All,

I'm trying to modify the QuartzComposerPlayer example to run both windowed and full screen within a multi monitor setup. I've been though all the stuff I can find on the list but am still having some trouble if anyone can help? I'm using the below code to work out if there are multiple displays which seems to work as does the capturing of the second display but how do i make my openGL context display on only the second monitor? currently whilst i capture the second display it still draws across both

James


  CGDisplayErr err;
  CGDirectDisplayID dspys [[[NSScreen screens] count]];
  CGDisplayCount dspyCnt;
err = CGGetOnlineDisplayList ([[NSScreen screens] count], dspys, &dspyCnt); if (err != CGDisplayNoErr) {
      NSLog(@"Cannot get display list");
      [NSApp terminate:nil];
  }

  if (dspyCnt > 1) {
      CGDisplayCapture(dspys[1]);
      _screenSize.width = CGDisplayPixelsWide(dspys[1]);
      _screenSize.height = CGDisplayPixelsHigh(dspys[1]);
  } else {
      CGDisplayCapture(dspys[0]);
      _screenSize.width = CGDisplayPixelsWide(dspys[0]);
      _screenSize.height = CGDisplayPixelsHigh(dspys[0]);
  }
//Create the fullscreen OpenGL context on the main screen (double-buffered with color and depth buffers) _openGLContext = [[NSOpenGLContext alloc] initWithFormat:format shareContext:nil];
  if(_openGLContext == nil) {
      NSLog(@"Cannot create OpenGL context");
      [NSApp terminate:nil];
  }
  [_openGLContext setFullScreen];
  [_openGLContext setValues:&value forParameter:kCGLCPSwapInterval];
//Create the QuartzComposer Renderer with that OpenGL context and the specified composition file _renderer = [[QCRenderer alloc] initWithOpenGLContext:_openGLContext pixelFormat:format file:_filePath];
  if(_renderer == nil) {
      NSLog(@"Cannot create QCRenderer");
      [NSApp terminate:nil];
  }
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