Volker wrote:
IMHO it doesn't make too much of a difference if you are adding the cameras in xml by clonig the xml node or do it in code. In both cases you have to retrieve the H3D node handle of all four cameras. If you want different windows you have to create multiple windows with shared opengl contexts. I guess that's not possible with the current GLFW version, maybe GLFW 3.0 supports that. What you can do is using Qt. It does support shared OpenGL contexts. Actually I'm using them myself in the editor, since switching the main view to fullscreen mode did cause some problems I solved by creating an additional shared fullscreen OpenGL context. The only thing you should care about is that it seemed that compiling shaders or uploading textures always have to be done when the first OpenGL context is current. But maybe that was a problem within Qt that has been solved since the first version I used when I created the editor. I haven't done to much research when I stumbled about that problem.
Hi Volker
I treid doing Qt, but when i was about to install Qt from its official web page and while its installation it says that it's not legal to install a spscific component that is required for Qt which i had to install so i just stopped it.
Anyways ! The idea, that I posted earlier of using that tutorial, I got some help from some one about it and i was provided with some code snippets which were actually used to project the game into CAVE. It is nothing other then making four viewers as clients and making 1 server,.
but now using that i have a problem i have to use
Code:
GameEngine::registerComponentOnServer("Player1", "Horde3D");
but i am getting an error that GameEngine has no function named registerComponentOnServer, do you have any idea what can be the problem.
I am trying to use it in the DemoApp of the new SVN provided, do i have to link headers other then including
for example
Code:
#include "GameEngine/GameEngine_Network.h"
do i need to add a reference or link it somewhere ?