manolo gouy wrote: >> Also: we need that functionality under X11 as well, how re-usable is >> this code? Can it be made to work for the X11 text rendering under GL? > > The pile management code is completely OS-independant. > The texture-computing code uses now Mac-specific code for bitmap > building, but this should be doable in a more OS-independant way. > The texture-mapping code is pure OpenGL.
OK - this still sounds good. Even if we need platform specific code for the bitmap building, it still seems like a Very Good Thing. > There's a problem appearing in demo fractals that I don't know how to > fix. The text color seems shaded, or blended, and is not equally > so in mountain, tree and island. Even though the code asks for > white text, it appears grey, and so dark a grey in the tree panel > that it's barely visible. Because I know nothing about OpenGL, > I dont know how to fix that. Me neither... Anyone? -- Ian _______________________________________________ fltk-dev mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk-dev
