On 2013-01-13 17:32:52 -0500, Ian MacArthur said:

> But I think an actual GL driver layer would work better... Though 
> handling of fonts might always be problematic - drawing TT fonts in 
> Windows GL is actually easier. MS did do some useful things after all!

I've now got a very incomplete but working implementation of an OpenGL 
driver for FLTK3:
https://github.com/cjameshuff/fltkstuff

It's not clear how to actually *use* a different graphics driver, I'm 
simply swapping my driver into fltk3::graphics_driver when drawing the 
window, but this seems unlikely to be the correct way...suggestions? I 
use the existing FLTK font stuff.

Is there an easy way to render a "standard" window to an image? It'd 
greatly streamline testing if I could do comparisons in the app itself.

There's also code for retrofitting FLTK with support for some C++11 
features, in particular lambdas for callbacks and event handlers. The 
OpenGL driver doesn't depend on this, but it may be of interest.

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