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

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