I've seen the same thing. As soon as you stretch the viewport past 4K,
it goes blank. Expected, given that the result of Shaun's suggestion
is 4096 x 4096. My advice it to mount the two monitors vertically. (:
Laurence
P.S. Alex Eddy posted a great table of card/gl info yesterday:
I have a new G5 with the Nvidia 6800 card and two 30" monitors
attached to
the machine. I am trying to open an OpenGL window that can span both
the
monitors (each is set at 2560 x 1600 ). Does anyone know if that can
be done
with this card ?
Most of my glut code calls glutFullScreen() for full screen drawing.
When
both the monitors are attached, the glutFullScreen call can draw into
approximately 1.5 times the screen space available. If I forcibly
drag a
corner of the window to span both the displays, the window goes white
and
cannot be dragged beyond the 3840th pixel.
What is the above result on the 6800? A surface can't be any larger
than the max viewport size. In my app, a GL view in a window limits
the max window frame size so it can't be grown larger than can be
supported by the hardware. I also further limit this to the max
texture size (rect or POT) which inhibits the software renderer from
taking over (see NO_RECOVERY in pixel formats).
--
Shaun Wexler
MacFOH http://www.macfoh.com
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