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Implement multi-monitor rendering support #58
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enhancement
New feature or request
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In addition to the above, if performance allows, projectMSDL could also run multiple projectM instances, showing each on a single monitor. This would allow showing different presets, but keeping the transitions synced. |
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As requested multiple times by users over the past weeks, adding proper multi-monitor fullscreen support should be considered. Due to today's monitor sizes and different setups, simply stretching a single, borderless window over all displays won't be a great solution. Specifically, the maximum texture size may not be enough if a user arranges 3 4K monitors side by side for example, as many GPUs only support up to 8192×8192 pixels.
My proposal here would be the following:
This will require creating several output windows sharing an OpenGL context, and rendering to an off-screen surface. Then
glBlitFramebuffer()
can be used to copy the required image parts to each output window, eventually scaling it up.The text was updated successfully, but these errors were encountered: