Similar Threads:
1.Two Mice In a OpenGL scene
Hi,
I've plugged two USB mice (mouses) in my computer in order to have two
INDEPENDENT data flows in my OpenGL context. I've seen that some guys have
done that for a 2-players game where each player controls a mouse but they
haven't said how they've made that.
Does anyone know how to do it?
Thanks, Rodrigo
2.Two handed input device alternatives
Has anyone tried any of the new input devices that use a two handed
technique? Several are now found when searching Google for "two handed
input device".
Some are futuristic, expensive, simple, etc.
Having suffered CTS type symptoms from heavy mouse use myself, I
discovered that using both hands for sending point and click commands
with my own method has allowed me to continue working more comfortably.
3.Write graphics to two devices simultaneously?
Dear all,
Is there any way to print to an X11 window and simultaneously dump the
X11 output to a postscript file?
Of course, I could just copy paste the plot information for a new
device, but it would make the procedure annoyingly long. Is there a
command to take the contents of an X11 device and save it to the
postscript device, or a command to write to postscript at the same
time as X11?
Many thanks,
Stef
4.Dualhead device and render to texture
I am trying to do a render to texture on a dual head (adaptergroupdevice)
device with no luck.
My code works fine for windowed mode and for a mode with only one full
screen, butwhen I try it with two displays nothing happens when clearing the
texture or rendering to it. I know this because I have tried initializing it
with graphics and then using it. The initial graphics stay on the texture
even though I call clear on it. If it is uninitialized then it is just
black.
To simply clear the texture to red I do the folowing code.
I have tried setting rendertarget1 rather than 0 but that changes nothing.
I do get the surface of the texture and I do set it as rendertarget and then
call clear on target, so I would expect it to work, but it just will not
when I have two displays.
create the texture initially
textureColor = new Texture(device, width, height, 1, Usage.RenderTarget,
Format.A8R8G8B8, Pool.Default);
renderTargetSurface = textureColor.GetSurfaceLevel(0);
then I try to clear it and do some rendering to it before using it elsewhere
using(Surface prevRenderTarget = device.GetRenderTarget(0))
{
device.SetRenderTarget(0, renderTargetSurface);
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Red.ToArgb(), 1,
0);
deviceAbstraction.Device.SetRenderTarget(0, prevRenderTarget);
}
5.R32F render target texture format and device->Clear()
Hello,
I have this problem:
I use R32F render target texture format for shadowmap, when i call
device->Clear() I need to sets all texture pixels R32F values to the max
float value (so everthing I don't rend is at max distance from light):
3.402823466e+38.
How can I do this?
Thank you and excuse me for my bad english.
Bye
Toni
6. Creating a device for non-rendering
7. Rendering a Texture Created on a different device
8. Stripes in my rendered scene