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    <p>At least on most systems (e.g., Windows, MacOS) the windowing system creates a virtual desktop, with different monitors mapped to different parts of the desktop. If you want to, you can (for example) create one big window that will cover all three displays. If you set that window up to use OpenGL, almost anything that uses OpenGL (almost certainly including Ogre3D) will work just fine, though in some cases producing that much output resolution can tax the graphics card to the point that it's a bit slower than usual.</p> <p>If you want to deal with a separate window on each display, things might be a bit more complex. OpenGL itself doesn't (even attempt to) define how to handle display in multiple windows -- that's up to a platform-specific set of functions. On Windows, for example, you have a rendering context for each window, and have to use <code>WGLMakeCurrent</code> to pick which rendering context you draw to at any given time.</p> <p>If memory serves, the Windows port of Ogre3D supports multiple rendering contexts, so this shouldn't be a problem either. I'd expect it can work with multiple windows on other systems as well, but I haven't used it on any other systems, so I can't say with any certainty.</p> <p>My immediate guess, however, is that the triple monitor support will be almost inconsequential in your overall development effort. Of course, it <em>does</em> mean that you (can tell your boss) need a triple monitor setup for development and testing, which certainly isn't a bad thing! :-)</p> <p>Edit: OpenGL itself doesn't specify anything about full-screen windows vs. normal windows. If memory serves, at least on Windows to get a full screen application, you use <code>ChangeDisplaySettings</code> with <code>CDS_FULLSCREEEN</code>. After that, it treats essentially the entire virtual desktop as a single window. I don't recall having done that with multiple monitors though, so I can't say much with any great certainty.</p>
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