> I'm my program, I am using lots of threads, and fltk is NOT 
> the main thread. The main thread is reserved for my 
> openglthread which has its own loop, since I am using glfw for that.

Then you may be heading for a world of pain... How portable do you want
your code to be? If it is only to run on your current platform, and it
is mostly working, then you may be OK.
But you need to know that a lot of host systems are only properly happy
about accessing the graphics system from the "main" thread, (i.e. the
thread that was created when main was called...)
So, since this is the lowest common denominator, fltk pretty much
expects it will exist in the main thread. If it doesn't, depending on
your platform, Bad Things can happen. I have had "issues" on win32
platforms that were a result of this, and although it is possible to
work around it, it is not trivial. That same code worked flawlessly on
some other host platforms and was useless on others... It's tricky.
This *may* be what is causing the problems you describe.
Also, note that this isn't particularly a fltk limitation, a lot of gui
libs suffer from this constraint in one form or another, I'm afraid.
I don't know what to suggest, since you are trying to make fltk play
nice with another gui lib, both of which probably want to be in the main
thread. This is going to be awkward.
If it were me, I'd drop the glfw and do it all in fltk, but others would
likely take a different view!
You can probably make it work by having both your glfw code and fltk
code in the main thread, and have your glfw loop call fltk::flush() from
time to time to keep fltk ticking along. Well, something like that.










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