RenderBuffer
07-08-2008, 06:50 PM
Hi,
I'm trying to render (fullscreen, CGL) to two displays from a single GPU, as in Figure 1.7. (http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_pg_concepts/chapter_2_section_4.html)
When I capture all displays and go fullscreen, only the main display is rendered to. I believe the problem is that the pixel format attribute corresponding to kCGLPFADisplayMask is CGDisplayIDToOpenGLDisplayMask( kCGDirectMainDisplay ), which ignores other displays.
I was hoping that since I want one virtual screen, I could use a single context to render it to both physical displays.
Do I have to create a separate context for each physical display? If not, could someone point me in the right direction?
Thanks,
Andrew.
I'm trying to render (fullscreen, CGL) to two displays from a single GPU, as in Figure 1.7. (http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_pg_concepts/chapter_2_section_4.html)
When I capture all displays and go fullscreen, only the main display is rendered to. I believe the problem is that the pixel format attribute corresponding to kCGLPFADisplayMask is CGDisplayIDToOpenGLDisplayMask( kCGDirectMainDisplay ), which ignores other displays.
I was hoping that since I want one virtual screen, I could use a single context to render it to both physical displays.
Do I have to create a separate context for each physical display? If not, could someone point me in the right direction?
Thanks,
Andrew.