I would download one of the cocoa-samples from apple which demonstrates
the creation of window + opengl context, download the current svn from
SDL and look at its cocoa-implementation and then fill the missing
pieces of a newly created GraphicsWindowCocoa class.

I'm now reading tons of docs: the SDL Cocoa implementation, the Apple samples, and the osgViewer code. As osgViewer and Cocoa are quite new to me I might need some time to swallow it all :-/
Sure you can borrow bits of code from osgViewerCocoa but they use
different design approaches: osgViewerCocoa embeds an osgViewer into a
NSApplication with their classes, what you want is to embed a NSWindow /
NSOpenGlContext into a GraphicsWindowCocoa class.

Understood. Will stick to the SDL-Cocoa integration model then.

I started one [implementation], but stopped it, because there was no really need on my
side, and it's still bare bone without much functionality.

Unfortunately there's some more work to do, some functionality could be refactored and used by both implementations (the automatic hiding of the
menubar etc)

Great! Would you mind sharing your initial work? Anything speeding up the osgViewer/Cocoa is welcome. And I can definitely live with some limited implementation for a start :-)
We could add the shared contexts, fullscreen mode, etc. later, right?
If you want we can tackle this task together, I have some sparetime
available and know Objective C a bit.


I'm _not_ going to refuse any help! :-)

OK I'm back to my lectures, hoping to be able to attack/enhance the osgViewer/Cocoa backend ASAP

Thanks
Sylvain
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to