diff --git a/context/pod-hardware.md b/context/pod-hardware.md index 6f87796..0c98c1c 100644 --- a/context/pod-hardware.md +++ b/context/pod-hardware.md @@ -258,7 +258,7 @@ desktops. Two pieces were added for the cab: 1. Probe: GPUs, every monitor's virtual-desktop rect, EDID make/model (identifies the original panels), serial ports (the RIO board), session type, and a PROPOSED `glass_layout.cfg` that assigns the six surfaces to the non-primary monitors top-to-bottom/left-to-right, centred. -2. Drop the cfg in the game's working directory; run with `BT_GLASS=1 BT_GLASS_PANELS=1 +2. Drop the cfg in the game's working directory; run with `BT_GLASS_PANELS=1 BT_POD_SURFACES=1 BT_GLASS_LAYOUT=load` (`=save` to persist drags instead). 3. Read the receipts; re-assign titles to monitors in the cfg until each picture is on its panel. Surface→panel roles: Heat MFD = upper left (coolant), Engineering = upper centre, Comm MFD = diff --git a/scratchpad/pod/podprofile.ini b/scratchpad/pod/podprofile.ini index 9eebaae..89d0d01 100644 --- a/scratchpad/pod/podprofile.ini +++ b/scratchpad/pod/podprofile.ini @@ -10,7 +10,14 @@ # VGA Port A = monitor:DISPLAY2 (RGB triple: Heat + Comm + Mfd2) # VGA Port B = monitor:DISPLAY1 (RGB triple: Mfd1 + Mfd3) -BT_GLASS=1 +# Platform PROFILE. NB "glass", not "pod": BT_PLATFORM=pod selects the 1995 +# multi-surface gauge path (exclusive-fullscreen D3D per adapter + the NVIDIA +# horizontal span), which no modern driver can do. What lights this cab is the +# GLASS profile plus the three switches below. (Glass is already the default +# when nothing is set -- named here so the rig never depends on that default.) +BT_PLATFORM=glass + +# One window per surface -- this is the switch that makes panels at all. BT_GLASS_PANELS=1 # ONE VGA port's R/G/B lines drive THREE mono MFDs -- composite the planes.