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Re: glwindow on secondary monitor

Posted by Sven Gothel on Dec 21, 2011; 3:24pm
URL: https://forum.jogamp.org/glwindow-on-secondary-monitor-tp3593579p3604325.html

1st of all thank you very much for your cooperation.

On Wednesday, December 21, 2011 09:48:19 AM Triipaxx [via jogamp] wrote:
>
> nope in windows the primary monitor is always set to the first monitor
> attached to the graphicscard (wich is either left or right connector... i
> don't know), you just can set their relation, wich means.... if you switch
> the monitors inside of windows you need to switch them on your desk. this
> windows configuration only allows the mouse to get out of the the primary
> monitors bounds in proper direction. so if the secondary monitor is left you
> can leave the primary monitor on the left side...and so on....

which I couldn't do w/ Win7-Pro within VirtualBox (2 Monitors),
ie say the primary shall be the 'right' monitor.
But thats probably a VirtualBox driver problem.

>
> i can remember that there was a time, windows had different ways of
> multimonitor representation. or .... was it the nvidia driver? whatever....
> once upon a time ( :P ) there was a way to layout the monitors in
> horizontal/vertical span or dual view mode.... the span modes are similar to
> what you call a big monitor. and the dual view mode equals 2 seperate
> monitors. but newer versions of nvidias driver (or windows) removed this
> feature. i was wondering about this yesterday.... so it looks like you're
> right, windows always uses big monitor setup but behaves like 2 seperate
> monitors.
yup

>
> well, it may help to be able to set negative position. so in certain
> situation i can react on the monitor setup to put the glwindow on the right
> monitor.
> before i decided to use newt for my preview monitor i was using the old
> fashion way with a jframe and a glcanvas. the jframe takes a
> GraphicsConfiguration object (out of GraphicsDevice) as parameter. so the
> jframe decided where to be opend....primary monitor or secondary.
> GraphicsConfiguration has a function to get the bounds out of this device
> (monitor).... including x/y coodinates (positive and negative) as well as
> width and height.
> maybe you can use this information to be able to open up the glwindow on the
> right monitor. the getDefaultScreenDevice() from GraphicsEnvironment returns
> the primary monitor object.... maybe you can use this information as
> well....
> but, it might be a lil' bit difficult to decide wich device is correct one
> on higher monitor counts. but maybe it is not necessary to make the
> decission inside of jogl.... maybe you just need a constructor of glwindow
> (or native window) wich takes the  GraphicsDevice object the user whishes to
> use.....
>

Yup. Guess we need both:
  - Allow negative coords to allow 'spanning' to another 'Screen'
  - If not using the 'default' Screen in Window, figure out the proper coordinates

Will do that soon ..

As it stands, we have a few bugs left in Mac OS X (AMD GPU & Some crashes),
GLJPanel (almost solved), and this one ..

~Sven
>
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