From: Tim M. <ti...@re...> - 2008-10-15 15:36:26
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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 <cur...@gm...> > To: FlightGear developers discussions > <fli...@li...> > 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:er...@ma... <mailto:er...@ma...> >> |_/ >> ___|________________________________________________________ | >> \___________________________________________________________\__/ >> >> ------------------------------------------------------------------------- >> 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=100&url=/ >> <http://moblin-contest.org/redirect.php?banner_id=100&url=/> >> _______________________________________________ >> Flightgear-devel mailing list >> Fli...@li... >> <mailto:Fli...@li...> >> https://lists.sourceforge.net/lists/listinfo/flightgear-devel >> >> >> >> >> -- >> 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=100&url=/ >> >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> Flightgear-devel mailing list >> Fli...@li... >> 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=100&url=/ > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > |