From: Alexander S. <Ale...@at...> - 2001-11-12 17:25:49
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> >- having multiple Users and X-Servers running on a single > > video card output plug. This would mean having a hosting > > X11 system and multiple windows (i.e. vertically tiled) > > with X11-on-OpenGL application windows that will never > > interfere with each other. > > This is not an OpenGL limitation on any platform I know. You > can layer OpenGL views just finein OS X. I have no idea why > you think windows have to be tiled. I thought about benefits of doing such an xserver. It was not particularily meant for your specific target. (You might want to describe it a bit more, do you?) The screen layout might be arranged in whatever way you want, i just mentioned this as a sample case. You on the left, your girlfriend with the USB mouse right. ;-) > >I admit, its not a way to develop hardware drivers, but it > >might be helpfull in tracking down software problems or > >supplying people flexibility an choices in setup and another > >level of security. > > I don't see why this is at all relevant. see above... > >Letting X11 run on non Unix environements is a compareable > >situation, its just a question for the details solution on > >how to allow an X11 display driver module to route api calls > >down to another OpenGL/Glut pair interface at the real X11(?) > >driven hardware. Todays grafics adapters provide at least > >some quake subset of OpenGL native to the OS, so X11 should > >then at least run on any todays grafics adapter if it has to. > > > > I'm not running an xserver on an xserver, what would be the > point in that? possibly others might want to do so, at least its the simplest way to make such things you want running. > Also I would never use GLUT for something like this. Glut is a default library that covers any OS specifics from your programming. And there are pretty lots of differences. Thats why i paired it with the OpenGL standard. Else you have to fiddle with wgl, aux, x11-basics, ... depending on where you are. > This OS provides a full commercial OpenGL 1.3 implementation > plus any extensions my video hardware supports. I don't need > to bother with sub-non-standards like quake. OpenGL in itself is not complete in itself. The main part that is missing is the surface management. OpenGL in its core only a drawing interface. |