In a nutshell, here’s what I’m stuck on.
In a situation where a user has two monitors attached to the system, how do I create two fullscreen windows with valid OpenGL rendering contexts?
CASE 1: DUAL HEAD PRIMARY + SECONDARY MONITORS
I’m guessing that in the case of a dual head graphics card with both monitors attached to the desktop this is simply a case of finding the virtual desktop coordinates for each monitor, creating a window within each of these coordinates (so that no window overlaps both monitors) and then just change the display settings to Fullscreen etc. That all seems logical enough. You’d then have one OpenGL driver responsible for both rendering contexts.
CASE 2: DUAL HEAD PRIMARY + INDEPENDANT MONITOR
In another situation, again with a dual head card, say one of the monitors is NOT attached to the desktop. This is known as an independant display. How would I go about creating a window on the second monitor here? Again the same driver would be responsible for rendering. No problem there, once the window is created!
CASE 3: TWO VIDEO CARDS BY DIFFERENT MANUFACTURES
This is the worst situation. It doesn’t matter in this case whether or not both monitors are attached to the desktop or not - the methods would be the same as the first two cases. But the problem is with the drivers. Would each seperate driver be responsible for running each fullscreen window? Maybe I’m being dump here, but I can see how an app can link to each vendor specfic OpenGL driver. Is this scenario even possible?
All I want to do is use a second monitor if one exists to display extra info. I’m sure that the first case must be pretty simple to implement. It’s the second two that I’m expecting will be problematic.
BTW - I want full hardware acceleration on both monitors, not software.
I’d really appreciate as much info on this as possible. espeacially on creating a window in an idepentant monitor setup. Unfortuanetly I don’t have access to two accelerated cards very often, so I’m going to be coding ‘blind’ for most of the time.
Thanks a lot
[This message has been edited by Shag (edited 01-30-2002).]