Hmm, you can use one big config file, with all plugin config option inside.
Just have a look for the Planeshift config file:
http://planeshift.svn.sourceforge.net/viewvc/planeshift/trunk/psclient.cfg?revision=3422&view=markup
Not neccessary to deliver the CS/data folder.
Of course, an opngl 2d canvas uses opengl commands inside. When my memory is
good,
th event list is foundable somewhere in the documentation.
Regards
2009/4/15 Steven Truppe <[email protected]>
> First thanks for the fast answers!
>
> The point is i've allready written a UI API for Blender/Python that i
> convert to c++/opengl at the moment. All the drawing stuff uses OpenGL
> so i don't want to change this (i'm currently looking through the
> sources of the csGLGraphics2D and 3D classes (there are normal opengl
> commands). I just want to draw my UI on top of the stuff rendered with
> CS, and i'll only support opengl for my game so i can do some of the
> rendering myself.
>
> The config question: i want to create an independent cs application that
> does not need the CS main dir, and i don't want to copy all configs and
> all shaders to get it work - i will just provide what's needed. So it
> would help me if i see the list of the loaded config domains for my cs
> projects!
>
>
> I'm also implementing a 3d file format viewer with cs (support for
> .blend, cs, 3ds, md2, + new formats can be added with python), but i
> find less detailed information on the exect main loop flow of CS (when
> is csevFrame called, where can i do some 2d graphic output (do i need
> another callback like Frame() ?). A list with the event flow would help
> also - i have not found detailed info on this topics.
>
>
>
> best regards,
> Steven Truppe
>
>
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Jocó
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