One 3D perspective on multiple displays/devices/monitors
Hello,
I have a unusual question, but i hope someone has an idea on how to do this as i've been trying for a while to find a solution but i can't think of anything.
What I'm using:
visual studio 2005 c#, directx 9 sdk (april).
4 monitors, one computer. The 4 monitors are placed side by side.
What I want to do:
I want to display my 3D scene across all 4 monitors as if it would be just one really big long monitor.
What I have done:
In order to use the 4 displays at once, in my application i'm starting 4 directx devices on 4 forms that i have placed, one on every monitor. The reason for why I did this, instead of making one long form that spans accross all 4 monitors is that if a directx form is located on two displays or more displays at once the framerate drops ALOT. However I noticed that if the form where directx renders is confined to only one monitor then the framerate is normal, and application runs normal.
The problem:
My problem is that, as I have 4 directx devices i have to set up a camera for each of them and the problem is that i can't make them align on the edges of the monitors because of the perspective. Theoreticaly I would need only one camera with one perspective projection and then each monitor displays a portion of the total picture.
Any ideas on how to do this ?
Thank you
Hi,
Use D3DXMatrixPerspectiveOffCenterLH to create each camera , you can specify an X-Offset in its creation.
Use D3DXMatrixPerspectiveOffCenterLH to create each camera , you can specify an X-Offset in its creation.
Hello,
Thank you. I figured it out how to use it. I replaced the projection matrix with this one, and after some tweaking of numbers I realised how this function works. Thank you.
[Edited by - EthanStorm on July 22, 2006 4:44:11 PM]
Thank you. I figured it out how to use it. I replaced the projection matrix with this one, and after some tweaking of numbers I realised how this function works. Thank you.
[Edited by - EthanStorm on July 22, 2006 4:44:11 PM]
Just got your Post,
sorry for not being able to get back to you, but glad you have figured it out.
I use the function for creating 'false perspective'; ie if I want to put a spinning house in the top left corner of the viewport, then I use the function to make sure the vanishing point is center to the rotating object.
sorry for not being able to get back to you, but glad you have figured it out.
I use the function for creating 'false perspective'; ie if I want to put a spinning house in the top left corner of the viewport, then I use the function to make sure the vanishing point is center to the rotating object.
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