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Re: CGL + single graphics contexts across dual screen



On 4/29/05, John Stiles <email@hidden> wrote:
> Is there any reason you can't use agl or NSOpenGLView?

I'm not familiar with either of these, and only looked at CGL for an day so
far.  I am very busy so my criteria is being able to rapidly pick up
an API and getting it working with OpenGL.  All I need is OpenGL
graphics context, keyboard and mouse events and a C/C++ interface, I
don't need any windows or dialog boxes, infact window borders and menu
bars is something I wish to avoid - I'm developing a VR application
rendering is strereo using split screen stereo.

I use OpenProducer for cross platform 3D windowing support, it works
well on Windows and Unix/GLX system, but GLX is not a OSX strong
point.  As yet the OSX/Producer user community hasn't come forward to
implement a fully functionally native OSX pathway, what has been done
so far has been done with CGL.  My experiments so far is to pick up
the where this work left off.

> In the abstract, what you want to do is definitely possible; you can
> certainly make a big Carbon/Cocoa window that spans two screens and
> render to it via OpenGL.

But how?  Thats my questions :-)

It doesn't really matter what API I use as long as its integrates well
with C/C++ and is quick to learn and implement.  I'm just looking for
an example/pointer to appropriate docs to send me in the right
direction.

Robert.
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References: 
 >CGL + single graphics contexts across dual screen (From: Robert Osfield <email@hidden>)
 >Re: CGL + single graphics contexts across dual screen (From: John Stiles <email@hidden>)



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