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It might not be a good idea to throttle the frame rate to the data rate - FG will only check for input (at most) once per frame and that could easily fall out of sync with the producer in this case (if data arrives too late in some frames). If FG consumes all pending data it finds that could explain the jerks. Can you try throttling to 2x the data rate? | It might not be a good idea to throttle the frame rate to the data rate - FG will only check for input (at most) once per frame and that could easily fall out of sync with the producer in this case (if data arrives too late in some frames). If FG consumes all pending data it finds that could explain the jerks. Can you try throttling to 2x the data rate? | ||
==Asymmetric View Frustrums == | |||
Supporting mutliple displays are well supported in FlightGear. There is a document called README.IO that touches on this. You may also want to check out [http://www.inkdrop.net/dave/multimon.pdf]. If you need more help, just ask. | |||
You can set up your view parameters for each instance individually, e.g.: | |||
<pre> | |||
--fov=35 | |||
--prop:/sim/view/config/heading-offset-deg=42 | |||
--prop:/sim/view/config/pitch-offset-deg=3 | |||
</pre> | |||
You can adjust these properties in real time if you need to, but typically you set these once for a particular monitor configuration and you simply send over the position and orientation to the slave machines and everything happens automatically. The configurable numbers are offsets from straight ahead. | |||
If you need to model your view point changing relative to your monitors (head tracker?) and need to fiddle with your frustums and view direction offsets in real time, then that's a bit more difficult. I'm not aware of anyone doing this, but it shouldn't be all that much additional effort to add support for this sort of thing. | |||
I should point out that we also have some capabilities for configuring asymmetric view frustums if you need that. We use a higher level mechanism (that meshed well with what we already had in place) so you specify a larger screen and then specify the horizontal and vertical subsections of that larger display that will be shown on a particular monitor. This probably doesn't cover all asymmetric view frustum needs, but it does let you do a lot in a way that people can conceptually get their head around (rather than using obscure l, r, t, b, n, f numbers that takes an opengl guru to derive.) | |||
== Syncing multiple instances == | == Syncing multiple instances == | ||