Thanks a lot Greg, it was obviously the base Draw Method that were missing.
I am still not very used to FLTK, but I really like it's design.

> Greg Ercolano wrote:
>       When defining your own draw() method for subclass of Fl_Window,
>       you must call the base class's draw() method, as that handles
>       drawing all the children. When you overload draw() for the
>       window, you're really taking over ALL aspects of drawing that
>       window AND its children. Same for Fl_Group, Fl_Scroll, and
>       all other grouping widgets.

Is better to call the base draw before my own code, or the opposite?
what will it change?

Other things...
I was actually definning the main class (FROG_Displayer) to be a FL_Gl_Window, 
because I need to load all the openGl Texture in that class, those texture will 
be redistibuted to the children window.
But I know (from a previous thread on this forum), that the OpenGl Texture 
Loading has to be done in the draw method encapsulated in 
if(!valid()){....;valid(1);}

But this do not work with the standard FL_Window...
What should I do in order to allow Gl Loading in this method?

void FROG_Displayer::draw()
{
   if(!valid()){
      Fl::gl_visual(FL_RGB);
      LoadTexture((unsigned int*)&LogoTexture     
,FROG_PATH::GetGlobalPath("Resources/Frog_Logo.png"   
,AbsolutePath.c_str()).c_str());
      valid(1);
   }
   Fl_Window::draw();
}


Thanks again for help,
And sorry to ask stupid questions...

Loic,


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