Manolo,
Have you seen this post over in fltk.opengl?
http://www.fltk.org/newsgroups.php?gfltk.opengl+v:1461
This looks like something you might understand better than I do!
Unfortunately, I know nothing about OpenGL, so I can't debug that.
Could anyone who knows OpenGL help? The issue
Have you seen this post over in fltk.opengl?
http://www.fltk.org/newsgroups.php?gfltk.opengl+v:1461
This looks like something you might understand better than I do!
Unfortunately, I know nothing about OpenGL, so I can't debug that.
Could anyone who knows OpenGL help? The issue
Reposted from fltk.opengl
I checked the docs and found gl_texture_pile_height, it is set by default to
100 so I lowered to 1. The problem is gone.
I'm sure this affects performance so if the problem is a bug that is fixable
that would be great.
Any clues?
Thanks.
Daniel
Perhaps I should have said introducing FLTK's C++ subset to C
programmers. If FLTK is using let's say half of C++, then could someone
new to C++ start writing FLTK apps sooner by only sticking to the FLTK
C++ subset? They could always learn the other have of C++ later, no?
Not quite what you
On 21.07.2011 08:53, Duncan Gibson wrote:
Perhaps I should have said introducing FLTK's C++ subset to C
programmers. If FLTK is using let's say half of C++, then could someone
new to C++ start writing FLTK apps sooner by only sticking to the FLTK
C++ subset? They could always learn the other
corvid wrote:
Version: 1.3-current
Shouldn't fl_draw.cxx:308 test for draw_symbols, or do I
misunderstand
what's going on?
I have a string of the form first @second third that is
wrapped inside a
bounding box so that each word is on a separate line, and
only the
Patrick Mc(avery schrieb:
Maybe it's a better idea, to use a search engine for c++ for c
programmers. FLTK- C++- C, so it doesn't make sense, to jump from C
to FLTK, but learning C++ makes FLTK very easy.
Perhaps I should have said introducing FLTK's C++ subset to C
programmers. If FLTK is
On 15 Jul 2011, at 16:35, Greg Ercolano wrote:
On 07/15/11 07:37, Stuart Shepherd wrote:
I can't get text to display
I'm cross compiling fltk to use on a coldfire processor
with uclinux, nanoX and nxlib.
=20
With fonts under X, you have a choice (via 'configure')
to compile
Hi all, i am a bit stuck with a program that is running far too fast
it is an 3d implementation on the game of life and i am not sure where
and or how to place fl timeouts, or even if that is the right option.
i am referring to
Fl::add_timeout(0.1, function);
Fl::repeat_timeout(0.1, function);
Hi all, i am a bit stuck with a program that is running far too fast
it is an 3d implementation on the game of life and i am not sure where
and or how to place fl timeouts, or even if that is the right option.
i am referring to
Fl::add_timeout(0.1, function);
Fl::repeat_timeout(0.1, function);
I have complied
without xft and with, made no difference.
OK - though I suspect that when configuring fltk for nanoX, selecting
--disable-xft at configure time is probably safest in the short term -
at least until something is working!
The thing that is
confusing me most is that the
Hi all, i am a bit stuck with a program that is running far too fast
Not often I see people complaining there code is too fast...
Ideally i would like to add buttons that can allow user to speed up
or slow down the animation from a default 'medium speed' execution
The flow breaks down
Hi all, i am a bit stuck with a program that is running far too fast
Not often I see people complaining there code is too fast...
Ideally i would like to add buttons that can allow user to speed up
or slow down the animation from a default 'medium speed' execution
=20
The flow
On 07/21/11 04:45, Paul R wrote:
Hi all, i am a bit stuck with a program that is running far too fast
it is an 3d implementation on the game of life and i am not sure where
and or how to place fl timeouts, or even if that is the right option.
First: short answer, if your program is
On 07/21/11 06:01, Greg Ercolano wrote:
Fl::repeat_timeout(speed, CalculateWorld);
Oops, that line should have been:
Fl::repeat_timeout(speed, TimerCallback);
Also, I see it took so long to write my last post,
that in the mean time you already had an
On 07/21/11 06:01, Greg Ercolano wrote:
Fl::repeat_timeout(speed, CalculateWorld);
Oops, that line should have been:
Fl::repeat_timeout(speed, TimerCallback);
Also, I see it took so long to write my last post,
that in the mean time you already had
I have complied=20
without xft and with, made no difference.
OK - though I suspect that when configuring fltk for nanoX, selecting
--disable-xft at configure time is probably safest in the short term -
at least until something is working!
The thing that is=20
confusing me most is that
No offence taken I've tried it on my host system as well just
to make sure the code does work and it works fine.
Well there's a start then!
I don't think I'll be using GL for anything.
Yes - I seldom use it on an embedded target either, more I was just
trying it 'cos it was there...
That
Hi all,
On a related note to last post i have been drawing 'pseudo3d' objects
in an FL_Group so far for my 3d game of life, but i really need to
convert it to OpenGl drawing objects now that it is working.
I am stuck with the idea of how my gl window can 'know' about drawing
all my world cells?
On a related note to last post i have been drawing 'pseudo3d' objects
in an FL_Group so far for my 3d game of life, but i really need to
convert it to OpenGl drawing objects now that it is working.
Or do you?
If the drawing is working and provides the view you need, what will GL
provide in
On a related note to last post i have been drawing 'pseudo3d' objects
in an FL_Group so far for my 3d game of life, but i really need to
convert it to OpenGl drawing objects now that it is working.
Or do you?
If the drawing is working and provides the view you need, what will GL
provide in
You make some data abstraction that represents your world - maybe just
an array of little structs or something - and at drawing time (for
example, there are other options, GL is very flexible...) you interpret
that abstraction and use GL to render the appropriate scene.
You do not update the GL
function definition had some typos like (float, y, float, w)
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so am failry comfortable taking on a transition in the drawing, the
main motivation for me doing this is managing shading or drawing of
surfaces that are supposed to be 'next to/ on top of each other etc
so will be trying to take advantage of the depth buffer in that
respect. My issue with
:: I am intrigued by this idea although i do not follow perfectly what
you mean, i mean i could populate a struct with vertice
information i get
that part, i could create an array or these structs, or
multidimensional
array thereof, but i still cannot see how once all the
structs are
i should have been clearer, all that suff bout layers and drawing wrong way
round was referring to my fl drawing pseudo 3d method, not opengl
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re disconnect, am replying from phone so bit tricky.. i was thinkin of the
struct as not a member of the class, at present i have a seperate class for the
data stuff, but now i think i see, create a struct member of the gl win class
and pass data into that for its draw method to use
Ian wrote:
corvid wrote:
Version: 1.3-current
Shouldn't fl_draw.cxx:308 test for draw_symbols, or do I
misunderstand
what's going on?
I have a string of the form first @second third that is
wrapped inside a
bounding box so that each word is on a separate line,
On 07/21/11 04:27, Stuart Shepherd wrote:
Thanks for all your replies. I'm as sure as I can be that I have the fonts
installed, and that nanoX and nxlib are pointed to the right place to find
them. I have complied without xft and with, made no difference. The thing
that is confusing me most
Hi, I'm using FLTK 1.3.x r8861 with VS2008. I'm having a lot of trouble working
with the Fl_Table class' add function. Here's some code:
Fl_Window win( 800, 600, Window );
win.end();
// MyTable inherits from Fl_Table
MyTable* t = new MyTable(
Not quite what you had in mind, you might want to consider looking at
Programming: Principles and Practice using C++ by Bjarne Stroustrup
(Addison Wesley, 2008, ISBN 978-0321543721)
in which he explains how to write GUI applications in C++ and FLTK-1.
Obviously he describes C++ as a whole
I checked the docs and found gl_texture_pile_height, it is set by default to
100 so I lowered to 1. The problem is gone.
I'm sure this affects performance so if the problem is a bug that is fixable
that would be great.
Any clues?
Thanks.
Daniel
A discussion about this has been started
I checked the docs and found gl_texture_pile_height, it is set by default to
100 so I lowered to 1. The problem is gone.
I'm sure this affects performance so if the problem is a bug that is fixable
that would be great.
Any clues?
Thanks.
Daniel
FLTK 1.3 uses textures under Mac OS X
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