Janus wrote:
> i mean stuff like fl_arc() or fl_line() that would be awesome! my app
> (FLTK 1.1.10) looks so much better in OSX because of the
> antialiasing. if not - is there a patch to make stuff antialiased in
> windows? 

In simple terms, no.

Fltk, for it's general rendering, relies on the native rendering 
provided by the platform - so on OSX you get the Quartz rendering 
features with 1.3 (or Carbon with 1.1 and 2.0).

On WinXX hosts, I don't think any of them are natively anti aliased for 
line rendering - though Win7 may be? It does some on-screen compositing, 
for example...
If it is, you get the anti-aliasing there, but not on any other platform.

The situation with X11 platforms is basically similar, i.e. those that 
do some sort of compositing of the display may also be anti-aliaising 
the rendering of lines etc as they do it.

So, *if* Win7 was anti-aliasing your line rendering, say, that would 
only work on  Win7 host; running the same exe on a WinXP host would of 
course  not be anti-aliased.

If you need to do anti-aliased rendering into a surface, that works on 
all hosts, then you need to use a support lib that is portable to those 
platforms.
So, do your rendering with GL or Cairo, or maybe AGG, and that will 
produce consistent anti-aliasing across platforms without depending on 
host support.
Though note that (in my experience, anyway) Cairo and AGG are a lot 
slower than the stock fltk rendering, and (on OSX) do not look any 
better than native (as a consequence, the OSX build of my app does not 
bother with Cairo, but WinXX / X11 do...)

Also, be aware that doing this makes your app anti-aliased on WinXP too, 
which actually causes the users to complain that it looks a bit fuzzy or 
blurry; seeing some anti-aliased rendering amongst a sea of jaggy lines 
obviously confuses the end-user, it seems...


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