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True dual monitor support

Posted: 28 Nov 2008, 19:24
by NOiZE
Can someone please patch up, true dual monitor support, so i dont have to use "span" in windows. As span is only usefull for that :/

Re: True dual monitor support

Posted: 29 Nov 2008, 02:53
by Pressure Line
i use span all the time, at home and at work. (partly because i have enough icons on my desktop at home to fill up 75% of a 2560*1024 desktop .-.)

but yes, making it so it works on other setups would be nice.

Re: True dual monitor support

Posted: 02 Dec 2008, 01:05
by Tribulexrenamed
+10000000000000

Also quad screen would be really kick ass for times when that setup is available. Maybe a bit overwhelming...

Re: True dual monitor support

Posted: 02 Dec 2008, 01:38
by jcnossen
The problem is mostly that SDL doesn't support dual screen yet, so a lot of platform specific code will have to be written to support this. The easiest and cleanest solution is therefore just to wait for SDL 2 (IIRC) and then implement it.

Re: True dual monitor support

Posted: 02 Dec 2008, 02:09
by jK
I wonder how SDL can really help with multimonitoring? Imo the OpenGL context generation is a minor problem to the issue that many OpenGL objects can't be shared between different contexts.
(Edit: NVM seems like all objects are shareable nowadays)

Re: True dual monitor support

Posted: 14 Dec 2008, 02:25
by PhailQuail
Alternatively/Additionally I would like to be able to access information about the game being played from outside Spring, so that I could make my own minimap program to be displayed on the second screen.

I suggest that TCP be used, so that the other screen(s) could be on other computer(s). I would imagine that would be much easier to implement too.

Looking forward to seeing over-the-top setups on youtube.

Re: True dual monitor support

Posted: 14 Dec 2008, 03:23
by Pressure Line
only if it can be secured. would be a bit cheaty if i could call up a program that will let me see your minimap while i am playing against you.

Re: True dual monitor support

Posted: 14 Dec 2008, 10:19
by jK
PhailQuail wrote:Alternatively/Additionally I would like to be able to access information about the game being played from outside Spring, so that I could make my own minimap program to be displayed on the second screen.

I suggest that TCP be used, so that the other screen(s) could be on other computer(s). I would imagine that would be much easier to implement too.

Looking forward to seeing over-the-top setups on youtube.
lua? (-> it can load external libraries)

Re: True dual monitor support

Posted: 14 Dec 2008, 22:44
by el_matarife
jK wrote:I wonder how SDL can really help with multimonitoring? Imo the OpenGL context generation is a minor problem to the issue that many OpenGL objects can't be shared between different contexts.
(Edit: NVM seems like all objects are shareable nowadays)

http://icculus.org/cgi-bin/finger/finge ... tion=sdl13

These are the SDL 1.3 aka 2.0 plans from last year. Since then there's been a bunch of Google Summer of Code feature improvements as well, and god knows what other changes have landed on the trunk too. It is a total pain to keep track of the SDL project since they do all their discussion on their mailing list or IRC or something.

Re: True dual monitor support

Posted: 14 Dec 2008, 22:50
by aegis
jK wrote:lua? (-> it can load external libraries)
:O nobody told me this before!

k, I'm going to have some fun when my computer arrives...

Re: True dual monitor support

Posted: 30 Dec 2008, 14:17
by NOiZE
so is this possible or what?

Re: True dual monitor support

Posted: 31 Dec 2008, 06:41
by aegis
yeah, but I gave up trying to get lua sockets to work after a couple of hours...

Re: True dual monitor support

Posted: 30 Jan 2009, 11:57
by R-TEAM
Hi,

Yea - +1
For TRUE Dual monitor support !
Have 2 monitors and the second in extended-desktop mode.
The best by doing 3D design with Maya ...

But with spring it only run if i run spring in window mode
and get the minimap part on the second screen.

I musst say - a "dual monitor" support that only relays on an stretched
desktop over 2 screens is not worth the name "dual monitor support" ...

Hope to see true support in the future ...
[have 2 different resolutions too on the screens]

Regards
R-TEAM

Re: True dual monitor support

Posted: 20 Feb 2010, 20:08
by Affenpilot
Spring realy needs a dual monitor support. even is u could choose the size of the radar it would be a big help.

like it is now its unplayable for me in dual screen mode. :(

Re: True dual monitor support

Posted: 04 Dec 2010, 23:35
by Hobo Joe
Bumping this for wishful thinking.

Re: True dual monitor support

Posted: 27 Feb 2015, 15:57
by Mahony
and 7 years later?

Re: True dual monitor support

Posted: 27 Feb 2015, 16:18
by Jools
Well, now after 7 years, SDL 2 is implemented and afaik it supports dual screens. But don't alt-tab or change fullscreen mode while in game, I think with latest dev version you can do that too.

Re: True dual monitor support

Posted: 27 Feb 2015, 18:57
by 8611
a thread about dual screen in spring 98
viewtopic.php?f=11&t=32632&p=562250&hilit=dual#p562160

with spring testversion 98.0.1-375 I only managed to have minimap on one screen, pure white on other screen. Not sure if bug or wrong settings, only tested briefly.
IMO without some changes to how GUI works it is not really useable anyway. (see other thread)

Re: True dual monitor support

Posted: 27 Feb 2015, 19:02
by Jools
I think the bumper is a spambot :(

Re: True dual monitor support

Posted: 27 Feb 2015, 19:04
by 8611
they always are ;)
still interessting feature (if...) and would like to know if someone had more success to get it working.