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Multi-Monitor rendering

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I'm working on a small app that uses two monitors and I've been searching for information on multiple displays which turned up nothing but creating two devices. Problem is, it doesn't work correctly (at least I can't get it to work right) on a single graphics card running two monitors. Took me a while, but it turns out D3D has a special device for it; multihead/adapter groups. I just figured I'd point it out to those that don't know:
ATI MultiHead DX9 Mojo Day
ATI MultiHead Sample

Btw, multihead devices require fullscreen mode.

Might not be helpful/news to anyone, but thought I'd point it out since it took me a while to find it.



-edit-
Gah, due to the above, I'm going to have to redesign my entire graphics device system.

The reason I'm wanting to implement this at all is for interface design. My problem with RPGs is that you either have to pause the game, deal with cluttered windows, or deal with lots of hotkeys.

I'm going to have a setting to allow a multi-monitor setup so that the user can drag windows to a second monitor. That way you could have your inventory screen and stat screen up, have quick-access buttons, etc.

I could also do other stuff with it of course. It'd kind of be like the second screen on the DS.

I really need to redesign the whole system again, but I'm not going to. I need to finish something. Like always, I need to actually use some sort of debugging. I've got it coded in (again, like always), but I'm not using it.

I also need to investigate deeper into DirectX; learn it's secrets and whatnot. I still don't know a lot about it. Graphics theory is another thing I want to start looking into.



I'm not really working on anything right now. I've put everything aside for now. I'm having problems with programming right now. Stuff I've done a hundred times is giving me issues (like GUI code.) I took too much time away and now Cierra doesn't like to let me go so that I can get some coding done.
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Hmm if you make a window the size of 2 screens, won't it show up in both? So just do that and for full-screen, fake it -- make it stay on top of other windows. Yeah kind of a hack but it's *got* to work :)

Another setup would be if you had 2 separate windows, the user can make each of them fullscreen in a different monitor (pressing alt+enter). It would work as if you had 2 unrelated programs, each of them fullscreen in a different monitor.

Just a couple of wild guesses, I'm trying to avoid the hassle of digging into technical articles to solve this one :)

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Quote:
Original post by Jotaf
Hmm if you make a window the size of 2 screens, won't it show up in both? So just do that and for full-screen, fake it -- make it stay on top of other windows. Yeah kind of a hack but it's *got* to work :)

Another setup would be if you had 2 separate windows, the user can make each of them fullscreen in a different monitor (pressing alt+enter). It would work as if you had 2 unrelated programs, each of them fullscreen in a different monitor.

Just a couple of wild guesses, I'm trying to avoid the hassle of digging into technical articles to solve this one :)


The first part wouldn't work because both monitors can have different resolutions.

Anyway, it works perfectly fine for two monitors using fullscreen if I use adapter groups and swap chains.

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I'm glad to hear that you can solve it then. It's a great feature but unfortunately multiple-monitor setups aren't my specialty :)

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