Feature idea: using dualscreen for minimap

Feature idea: using dualscreen for minimap

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Nice idea?

Teh pwn!
17
59%
Nevah!
0
No votes
If somebody really wants this, make it urself
12
41%
 
Total votes: 29

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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Feature idea: using dualscreen for minimap

Post by BvDorp »

Hi,

I had this awesome idea; let's make Spring able to put the minimap on the 2nd screen if you're using dualscreen. How hard is this? Does CEGUI support dualscreen? And are there actually ppl wanting this feature?

It's an idea, not a request. Devs can do this if they want. That's how feature implementation works anyways ;)
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

That would rock.
What would be the performance hit?
Of course, the game should only be drawed on one screen.
And the minimap only on the second.
So, the performance hit should be smaller than if the game was redered on two screen.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

It'd be nice, but its sort of a waste of time pandering to people with two screens.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Running Spring in a window messes up the resolution on my second screen.
greenail
Spring Developer
Posts: 80
Joined: 13 Dec 2005, 20:16

Post by greenail »

I don't think it's supported with CEGUI, you'd need a 2nd renderer and everything in CEGUI is a driven by a singleton model, so it would be tricky i think.
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

How's the new GUI anyway?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

you could basically run it in windowed mode, and alter the code to open a second window for the minimap instead on making it inline, and then just move it over to the other desktop...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I have dual display... While it would be really cool... A bit superfluous isn't it?
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altaric
Posts: 185
Joined: 28 Oct 2005, 10:07

Post by altaric »

i have 2 screens, one for spring one for chat, battle window and so on
you can run a 2048*768 and make it cover both screens then resize the minimap .. dunno what it would do
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

I run Spring on my main monitor and the lobby on the 2nd.
This gives me a clear view of all players in game, game rules, when a player gets out of the game. Or when someone didn't make it in the game.
Shamely, everytime I wan't to type in the chat, Spring must be minimised, resulting in the Alt-Tab bug.
I wouldn't know any major advantages over a using the 2nd screen for spring. The minimap would be the only good thing to have away from your view. The rest of the GUI must be close too you.
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robed
Posts: 56
Joined: 02 Mar 2006, 03:18

Post by robed »

Best way to do this is to create a second window, and use basic image rendering (instead of a GL 3d rendering window). the actual 3D image can be created and rendered in the ta window and then copied from a buffer into the 2nd 'map window'. This would allow people with a 3D accelerated graphics card with single output, and say a second ISA card (VGA Card, not even SVGA) to display the minimap on the second card.
BlackDove_gb
Posts: 1
Joined: 10 Feb 2006, 18:34

Post by BlackDove_gb »

Robed have, I think, the best idea because using an exported buffer make possible to use an other process to render the minimap.
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