The Open Scene Graph library, which current FlightGear uses for its 3D graphics, provides excellent support for multiple views of a scene. FlightGear uses the osgViewer::Viewer class, which implements a "master" camera with "slave" cameras that are offset from the master's position and orientation. FlightGear provides the "camera group" abstraction which allows the configuration of slave cameras via the property tree. Slave cameras can be mapped to windows that are open on different screens, or all in one window, or a combination of those two schemes, according to the video hardware capabilities of a machine. It is not advisable to open more than one window on a single graphics card due to the added cost of OpenGL context switching between the windows. Usually, multiple monitors attached to a single graphics card are mapped to different pieces of the same desktop, so a window can be opened that spans all the monitors. This is implemented by Nvidia's TwinView technology and the Matrox TripleHead2Go hardware. The camera group is configured by the /sim/rendering/camera-group node in the property tree. It can be set up by, among other things, XML in preferences.xml or in an XML file specified on the command line with the --config option. Here are the XML tags for defining camera groups. camera-group For the moment there can be only one camera group. It can contain window, camera, or gui tags. window A window defines a graphics window. It can be at the camera-group level or defined within a camera. The window contains these tags: name - string The name of the window which might be displayed in the window's title bar. It is also used to refer to a previously defined window. A window can contain just a name node, in which case the whole window definition refers to a previously defined window. host-name - string The name of the host on which the window is opened. Usually this is empty. display - int The display number on which the window is opened. screen - int The screen number on which the window is opened. x, y - int The location on the screen at which the window is opened. This is in the window system coordinates, which usually puts 0,0 at the upper left of the screen XXX check this for Windows. width, height - int The dimensions of the window. decoration - bool Whether the window manager should decorate the window. fullscreen - bool Shorthand for a window that occupies the entire screen with no decoration. camera The camera node contains viewing parameters. window This specifies the window which displays the camera. Either it contains just a name that refers to a previous window definition, or it is a full window definition. viewport The viewport positions a camera within a window. It is most useful when several cameras share a window. x, y - int The position of the lower left corner of the viewport, in y-up coordinates. width, height - int The dimensions of the viewport physical-dimensions The physical dimension of the projection surface. Use this together with the master-perspective, right-of-perspective left-of-perspective, above-perspective, below-perspective or reference-points-perspective width, height - double The dimensions of the projection plane, if unset the veiwport values are taken as default. bezel Gives informantion about the bezel of monitors for a seamless view. right right bezel with in the same units than with and height above left left bezel with in the same units than with and height above top top bezel with in the same units than with and height above bottom bottom bezel with in the same units than with and height above view The view node specifies the origin and direction of the camera in relation to the whole camera group. The coordinate system is +y up, -z forward in the direction of the camera group view. This is the same as the OpenGL viewing coordinates. x,y,z - double Coordinates of the view origin. heading-deg, pitch-deg, roll-deg - double Orientation of the view in degrees. These are specified using the right-hand rule, so a positive heading turns the view to the left, a positive roll rolls the view to the left. perspective This node is one way of specifying the viewing volume camera parameters. It corresponds to the OpenGL gluPerspective function. fovy-deg - double The vertical field-of-view aspect-ratio - double Aspect ratio of camera rectangle (not the ratio between the vertical and horizontal fields of view). near, far - double The near and far planes, in meters from the camera eye point. Note that FlightGear assumes that the far plane is far away, currently 120km. The far plane specified here will be respected, but the sky and other background elements may not be drawn if the view plane is closer than 120km. offset-x, offset-y - double Offsets of the viewing volume specified by the other parameters in the near plane, in meters. frustum This specifies the perspective viewing volume using values for the near and far planes and coordinates of the viewing rectangle in the near plane. left, bottom - double right, top - double The coordinates of the viewing rectangle. near, far - double The near and far planes, in meters from the camera eye point. ortho This specifies an orthographic view. The parameters are the sames as the frustum node's. master-perspective Defines a persective projection matrix for use as the leading display in a seamless multiscreen configuration. This kind of perspective projection is zoomable. eye-distance - double The distance of the eyepoint from the projection surface in units of the physical-dimensions values above. x-offset, y-offset - double Offset of the eyelpint from the center of the screen in units of the physical-dimensions values above. left-of-perspective, right-of-perspective, above-perspective, below-perspective Defines a perspective projection matrix for use as derived display in a seamless multiscreen configuration. The projection matrix is computed so that the respective edge of this display matches the assiciated other edge of the other display. For example the right edge of a left-of-perspective display matches the left edge of the parent display. This also works with different zoom levels, leading to distorted but still seamless multiview configurations. The bezel with configured in the physical dimensions of this screen and the parent screen are taken into account for this type of projection. parent-camera - string Name of the parent camera. reference-points-perspective Defines a perspective projection matrix for use as derived display in a seamless multiscreen configuration. This type is very similar to left-of-perspective and friends. It is just a more flexible but less convenient way to get the same effect. A child display is configured by 2 sets of reference points one in this current camera and one in the parrent camera which should match in the final view. parent-camera - string Name of the parent camera. this reference points for this projection. point - array of two points x, y - double x and y coodinates of the reference points in units of this physical-dimensions. parent reference points for the parent projection. point - array of two points x, y - double x and y coodinates of the reference points in units of the parents physical-dimensions. texture This tag indicates that the camera renders to a texture instead of the framebuffer. For now the following tags are supported, but obviously different texture formats should be specified too. name - string The name of the texture. This can be referred to by other cameras. width, height - double The dimensions of the texture panoramic-distortion This tag cause the camera to create distortion geometry that corrects for projection onto a spherical screen. It is equivalent to the --panoramic-sd option to osgviewer. texture - string The name of a texture, created by another camera, that will be rendered on the distortion correction geometry. radius - double Radius of string collar - double size of screen collar. gui This is a special camera node that displays the 2D GUI. viewport This specifies the position and dimensions of the GUI within a window, *however* at the moment the origin must be at 0,0. Here's an example that uses a single window mapped across 3 displays. The displays are in a video wall configuration in a horizontal row. wide 0 0 3840 1024 false wide 0 0 1280 1024 0 0.133 -0.133 -.5004 -.1668 0.4 120000.0 wide 1280 0 1280 1024 0 0.133 -0.133 -.1668 .1668 0.4 120000.0 wide 2560 0 1280 1024 0 0.133 -0.133 .1668 .5004 0.4 120000.0 wide Here's a complete example that uses a seperate window on each display. The displays are arranged in a shallow arc with the left and right displays at a 45.3 degree angle to the center display because, at the assumed screen dimensions, the horizontal field of view of one display is 45.3 degrees. Each camera has its own window definition; the center window is given the name "main" so that the GUI definition can refer to it. Note that the borders of the displays are not accounted for. 0 0 true 45.3 0.133 -0.133 -.1668 .1668 0.4 120000.0 main 0 1 true 0 0.133 -0.133 -.1668 .1668 0.4 120000.0 0 2 true -45.3 0.133 -0.133 -.1668 .1668 0.4 120000.0 main This example renders the scene for projection onto a spherical screen. main 0 0 1024 768 0 0.133 -0.133 -.1668 .1668 0.4 120000.0 mainview 1024 768 main 768 0 0 1024 -1.0 1.0 mainview main Here is an example for a 3 screen seamless zoomable multiscreen configuration using 3 533mmx300mm displays each with a 23mm bezel. The side views are angled with 45 deg. The commented out reference-points-perspective shows the aequivalent configuration than the active right-of-perspective. This is done by just using two reference points at the outer edge of the bezel of the respective display. 0.0 0.0 0 0 true 0.1 0 1 true CenterCamera 0.0 0 0 1920 1080 0.0 0.0 0.0 533 300 23 23 23 23 450 0 130 RightCamera 0.0 1920 0 1920 1080 -45 0 0 533 300 23 23 23 23 CenterCamera LeftCamera 0.1 0 0 1920 1080 45 0 0 533 300 23 23 23 23 CenterCamera 0.0