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Re: CGL + single graphics contexts across dual screen



CGL is meant for full-screen (on one screen), or off-screen imaging.
http://developer.apple.com/documentation/GraphicsImaging/Reference/ CGL_OpenGL/


You could try to change the existing code to render to an extra-wide offscreen buffer and then present it to the user yourself with whatever method you choose--the path of least resistance would be a window spanning the two screens (or maybe two windows, one spanning each screen). You can make the windows borderless and hide the system GUI, so it will still be immersive. Using CGL for this work is sort of swimming against the current, though, since Apple explicitly designed agl and NSOpenGLView for windowed OpenGL display, and they take care of a lot of the hassles for you automatically.

If you don't know which API to choose, ask yourself "do I prefer a C interface and simple procedural API, or rapid-application-development using a robust framework and a foreign syntax?" The former is Carbon, so choose agl. The latter is Cocoa, so choose NSOpenGLView. With Cocoa, you will write many fewer lines of code and long-term you will be more productive, but if you are new to Cocoa there is a bit of a learning curve.


On Apr 29, 2005, at 11:48 AM, Robert Osfield wrote:

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



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