Rendering fullscreen stereo on 2 screens
Rendering fullscreen stereo on 2 screens
Hi.
I want to render a scene with 2 cams on 2 screens at my nvidia 9600GT.
The resolution of the screens will be 640x480
I use an OpenGL device.
How would I best go about that?
Use one fullscreen window spanning the 2 screens and using the SplitScreen tutorial?
Or better 2 separate fullscreen windows.
To echo my question from the irc:
Any hints, no gos, caveats, best practices?
I want to render a scene with 2 cams on 2 screens at my nvidia 9600GT.
The resolution of the screens will be 640x480
I use an OpenGL device.
How would I best go about that?
Use one fullscreen window spanning the 2 screens and using the SplitScreen tutorial?
Or better 2 separate fullscreen windows.
To echo my question from the irc:
Any hints, no gos, caveats, best practices?
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Well, as suggested above, you can simply set up your screen as one huge and very wide one. Then render to it using two viewports. Should be no problem.
Also, OpenGL is now able to render to a manually given second window (in beginScene) just as Direct3D and probably also the other drivers. You just need to make sure you create the window properly.
Also, OpenGL is now able to render to a manually given second window (in beginScene) just as Direct3D and probably also the other drivers. You just need to make sure you create the window properly.
in fact, now I need to found how to have each Camera who will be fps cam,
like AndreasT picture,
u have a right and left cam and both are fps cam who can ride on the map but each have a diffent view.
we have the onEvent who suggest THE cam who will run but I dont know how both of them can follow as fps.
like AndreasT picture,
u have a right and left cam and both are fps cam who can ride on the map but each have a diffent view.
we have the onEvent who suggest THE cam who will run but I dont know how both of them can follow as fps.
