Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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. - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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] |_/ ___| | \___\__/ - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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
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
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
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/ - 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=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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] |_/ ___| | \___\__/ - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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] |_/ ___| | \___\__/ - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Sent from my mobile device - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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 -- / Erwan MAS /\ | 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Patch for multiscreen mode with multiplayer
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 ? -- / Erwan MAS /\ | mailto:[EMAIL PROTECTED] |_/ ___| | \___\__/ Index: src/Main/options.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/Main/options.cxx,v retrieving revision 1.115 diff -u -r1.115 options.cxx --- src/Main/options.cxx14 Aug 2008 18:13:41 - 1.115 +++ src/Main/options.cxx12 Oct 2008 15:02:30 - @@ -232,8 +232,10 @@ fgSetString(/sim/multiplay/callsign, callsign); fgSetString(/sim/multiplay/rxhost, 0); fgSetString(/sim/multiplay/txhost, 0); +fgSetString(/sim/multiplay/repeathost, 0); fgSetInt(/sim/multiplay/rxport, 0); fgSetInt(/sim/multiplay/txport, 0); +fgSetInt(/sim/multiplay/repeatport, 0); } static bool Index: src/MultiPlayer/multiplaymgr.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/MultiPlayer/multiplaymgr.cxx,v retrieving revision 1.25 diff -u -r1.25 multiplaymgr.cxx --- src/MultiPlayer/multiplaymgr.cxx9 Oct 2008 16:13:50 - 1.25 +++ src/MultiPlayer/multiplaymgr.cxx12 Oct 2008 15:02:30 - @@ -205,6 +205,7 @@ mSocket= 0; mInitialised = false; mHaveServer= false; + repeatHaveServer = false ; } // FGMultiplayMgr::FGMultiplayMgr() // @@ -260,6 +261,12 @@ FGMultiplayMgr - No receiver port, Multiplayermode disabled); return (false); } + short repeatPort = fgGetInt(/sim/multiplay/repeatport); + string repeatAddress = fgGetString(/sim/multiplay/repeathost); + if (repeatPort 0 !repeatAddress.empty()) { +repeatHaveServer = true; +repeatServer.set(repeatAddress.c_str(), repeatPort); + } if (mCallsign.empty()) mCallsign = JohnDoe; // FIXME: use getpwuid SG_LOG(SG_NETWORK,SG_INFO,FGMultiplayMgr::init-txaddress= txAddress); @@ -267,6 +274,8 @@ SG_LOG(SG_NETWORK,SG_INFO,FGMultiplayMgr::init-rxaddress=rxAddress ); SG_LOG(SG_NETWORK,SG_INFO,FGMultiplayMgr::init-rxport= rxPort); SG_LOG(SG_NETWORK,SG_INFO,FGMultiplayMgr::init-callsign= mCallsign); + SG_LOG(SG_NETWORK,SG_INFO,FGMultiplayMgr::init-repeataddress= repeatAddress); + SG_LOG(SG_NETWORK,SG_INFO,FGMultiplayMgr::init-repeatport= repeatPort ); Close(); // Should Init be called twice, close Socket first // A memory leak was reported here by valgrind mSocket = new netSocket(); @@ -526,6 +535,7 @@ int bytes; do { char Msg[MAX_PACKET_SIZE]; +char MsgOriginal[MAX_PACKET_SIZE]; // // Although the recv call asks for // MAX_PACKET_SIZE of data, the number of bytes @@ -550,6 +560,9 @@ // // Read header // +if (repeatHaveServer ) { + memcpy(MsgOriginal,Msg,MAX_PACKET_SIZE) ; +} T_MsgHdr* MsgHdr = (T_MsgHdr *)Msg; MsgHdr-Magic = XDR_decode_uint32 (MsgHdr-Magic); MsgHdr-Version = XDR_decode_uint32 (MsgHdr-Version); @@ -576,9 +589,15 @@ // switch (MsgHdr-MsgId) { case CHAT_MSG_ID: + if ( repeatHaveServer ) { + mSocket-sendto(MsgOriginal, bytes, 0, repeatServer); + } ProcessChatMsg(Msg, SenderAddress); break; case POS_DATA_ID: + if ( repeatHaveServer ) { + mSocket-sendto(MsgOriginal, bytes, 0, repeatServer); + } ProcessPosMsg(Msg, SenderAddress, bytes, stamp); break; case UNUSABLE_POS_DATA_ID: Index: src/MultiPlayer/multiplaymgr.hxx === RCS file: /var/cvs/FlightGear-0.9/source/src/MultiPlayer/multiplaymgr.hxx,v retrieving revision 1.8 diff -u -r1.8 multiplaymgr.hxx --- src/MultiPlayer/multiplaymgr.hxx27 Jul 2008 16:25:15 - 1.8 +++ src/MultiPlayer/multiplaymgr.hxx12 Oct 2008 15:02:30 - @@ -88,7 +88,9 @@ netSocket* mSocket; netAddress mServer; + netAddress repeatServer; bool mHaveServer; + bool
Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer
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 ? - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel