> > 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 ?
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