> > Matt: It's great to see Mac FLTK-1.3 becoming cocoa-only! > >=20 > > I have two remarks: > >=20 > > - You've added a comment file in src/gl_draw.cxx > > FIXME: no OpenGL Font Selection in Cocoa! > > The present code draws openGL text by using the current fl_font, = > drawing > > text to a bitmap, converting this bitmap into a texture, and pasting > > this texture on the scene. Any UTF8 string can be drawn in any font > > and size. So, I don't think font selection in Cocoa has to be fixed. > > All of this code is in function gl_draw_cocoa at the end of the file. > > Yes, thanks. I saw this function later, after I wrote the comment. I = > will try to remove the comment in the next commit. > > > - Two precompiler variables are now in use __APPLE__ and > > __APPLE_QUARTZ__. It's much better than before when USE_QUARTZ and > > __APPLE_COCOA__ were also in use. But wouldn't just __APPLE__ > > be enough ? Or would you like to distinguish __APPLE_QUARTZ__ > > that would be full Mac OS X from __APPLE__ that would be Darwin ? > > Or something else ? > > I kept __APPLE_QUARTZ__ for now. It will go away. Currently all devices = > are implemented in a single source file and then separated for each = > platform using #ifdefs.=20 > > It would be nice to have different source files for different devices. I = > want to introduce an OpenGL device that works on all platforms. The X11 = > device obviously would work on MSWindows and OS X as well for those who = > need it. Finaly, I want a minimal device that implements all device = > calls by somehow drawing a couple of individual points in RGB. This = > would be a perfect starting class for all kind of framebuffer = > renderings. > > So, to separate graphics calls from system calls, I kept __APPLE__ and = > __APPLE_COCOA__ for now. It's probably not needed though. > > - Matthias= >
Great ideas. Some connection between gl_draw_cocoa and your OpenGL device project comes to my mind: OpenGL text writing with textures has been introduced to allow 64-bit compilation for Mac OS. It could be in fact applied to all platforms writing first text to a bitmap context. This would allow arbitrary UTF text and font display in OpenGL. What do you think ? _______________________________________________ fltk-dev mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk-dev
