Alex wrote:
> I understand the blitting methods, but, could I just get direct access
> to the offscreen buffer used by Fl_Double_Window?

        I think fl_draw() and fl_draw_image() are the lowest level ways
        to access it through the FLTK API.

        Trying to go any lower than that becomes very platform and
        hardware specific I'd imagine. I wouldn't go there unless:

                (a) I was absolutely sure the FLTK API wasn't efficient
                    enough for my needs (by writing small tests)

                (b) I didn't mind tossing out the concept of writing
                    platform independent code.

        If you really want to go to the native APIs that FLTK uses,
        I'd advise RTSL'ing the fltk code, and focus on eg. fl_draw_pixels()
        implementation on the various platforms.

        Possibly fl_xid() is what you really want, as IIRC that returns
        the native API's platform specific 'window handle' that you would
        use to interact directly with X or WIN32, or whatever.

        But I really think you should do some tests with fl_draw_pixels(),
        as that's what most people use to do eg. realtime video playback.

> 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.

        I'd look closely at fl_draw_image()'s implementation IIWY,
        and RTSL the heck out of the code, to see if it does what
        you want efficiently enough. That may also give you ideas
        on how to properly code things, if you decide to code directly
        with the native API's, so that your code interacts correctly
        with FLTK.
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