Greg Wrote:
> ...
>       over what's drawn in that entire window. You can use functions like
>       fl_rect(), fl_rectf(), fl_line(), 
> fl_draw()/fl_font()/fl_size()/fl_color()
>
>       If you're just wanting to blit pixels to the screen (ie. an image
>       viewer), then you can use fl_draw_pixels() to write raw RGB data
>       quickly to the screen, eg:
>       http://seriss.com/people/erco/fltk/#FlDrawImage
> ...
>       the window. To do blitting, I think the opengl equivalent of 
> fl_draw_image()
>       is glDrawPixels().
>
I understand the blitting methods, but, could I just get direct access to the 
offscreen buffer used by Fl_Double_Window? Or should I just keep my own 
offscreen buffer and blit it on draw()? Maybe I should use glDrawPixels?

AGG is flexible enough to support any native bit depth, so I would like to 
reduce the work done by fl_draw_image as much as possible.
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