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Feature #1548

Multi-monitor support

Added by znerolnoht about 9 years ago. Updated about 1 year ago.

Status:
Progressed
Priority:
Normal
Assignee:
-
Category:
Redesign
Target version:
Start date:
2011-10-09
% Done:

40%


Description

Is Multi-Monitor support, playback of doomsday games spanning multiple monitors, possible? I have 3 monitors and it would be amazing if we could get a peripheral view on the second and third monitors. I think it would be a great feature. Please let me know if this is something you guys would add.

Thanks,
~Long time fan

Labels: Graphics

History

#1 Updated by danij over 8 years ago

Indeed it would be a great feature and is one I have been working on in the ringzero branch in fact. I hope to have multi-monitor support complete when it is time to merge this work back to the master.

#2 Updated by danij over 8 years ago

- assigned_to: Daniel Swanson --> nobody

#3 Updated by danij over 8 years ago

Removing myself as owner of this item as I no longer use have a multi-monitor setup to test support with.

#4 Updated by skyjake about 7 years ago

  • Tags set to WindowManager, GL2
  • Subject changed from Multi-Monitor Support to Multi-monitor support
  • Category set to Redesign
  • Status changed from New to In Progress
  • % Done changed from 0 to 30

Proper multi-monitor support implies support for multiple/split game windows. In recent times Doomsday's window manager has been OO-ifying, making it realistic to start implementing well-behaved multi-window rendering, where the separate GL surfaces share a single GL context.

#5 Updated by danij about 7 years ago

I question whether sharing of a GL-context is possible. Surely, this mandates that both monitors are exactly the same and configured in exactly the same way.

#6 Updated by skyjake about 7 years ago

danij wrote:

Surely, this mandates that both monitors are exactly the same and configured in exactly the same way.

I think what sharing in this situation actually means that there are two or more GL surfaces+contexts that use the same buffers, FBOs, and texture objects (and shaders, I suppose?).

The sharing mechanism is already in use in CanvasWindow when one recreates the GL surface due to runtime FSAA change: the new Canvas shares the old one's objects (but not state).

#7 Updated by skyjake over 5 years ago

Assuming that the monitors are set up as an extended desktop, it would be possible to configure a Nx1 viewgrid with a separate 3D viewpoint for each monitor. The advantage compared to a multi-window approach would be simplicity since there would only be a single OpenGL surface in use.

#8 Updated by skyjake over 4 years ago

  • Status changed from In Progress to Progressed

#9 Updated by skyjake about 1 year ago

  • Target version set to Rendering II
  • % Done changed from 30 to 40

Incrementing progress as 3.0 supports rendering to multiple windows with a shared GL context.

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