Re: [fltk.development] Problems with GL textures on 1.3.x on OSX

2011-07-21 Thread Manolo Gouy
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

Re: [fltk.development] Problems with GL textures on 1.3.x on OSX

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
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

Re: [fltk.development] Problems with GL textures on 1.3.x on OSX

2011-07-21 Thread Manolo Gouy
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

Re: [fltk.general] smallest possible C++ subset for C programmers?

2011-07-21 Thread Duncan Gibson
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

Re: [fltk.general] smallest possible C++ subset for C programmers?

2011-07-21 Thread Albrecht Schlosser
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

Re: [fltk.general] [MOD] STR #2686: fl_draw() not drawing wrapped line starting with @ when draw_symbols is false

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
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

Re: [fltk.general] smallest possible C++ subset for C programmers?

2011-07-21 Thread Edzard Egberts
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

Re: [fltk.general] Can't get text working

2011-07-21 Thread Stuart Shepherd
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

[fltk.general] Add a controllable timeout

2011-07-21 Thread Paul R
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);

[fltk.general] Add a controllable timeout

2011-07-21 Thread Paul R
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);

Re: [fltk.general] Can't get text working

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
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

Re: [fltk.general] Add a controllable timeout

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
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

Re: [fltk.general] Add a controllable timeout

2011-07-21 Thread Paul R
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

Re: [fltk.general] Add a controllable timeout

2011-07-21 Thread Greg Ercolano
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

Re: [fltk.general] Add a controllable timeout

2011-07-21 Thread Greg Ercolano
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

Re: [fltk.general] Add a controllable timeout

2011-07-21 Thread Paul R
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

Re: [fltk.general] Can't get text working

2011-07-21 Thread Stuart Shepherd
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

Re: [fltk.general] Can't get text working

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
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

[fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread Paul R
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?

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
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

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread Paul R
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

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread Paul R
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

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread Paul R
function definition had some typos like (float, y, float, w) ___ fltk mailing list fltk@easysw.com http://lists.easysw.com/mailman/listinfo/fltk

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
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

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread MacArthur, Ian (SELEX GALILEO, UK)
:: 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

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread Paul R
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 ___ fltk mailing list fltk@easysw.com http://lists.easysw.com/mailman/listinfo/fltk

Re: [fltk.general] adding multiple drawings to Fl_GL_Window

2011-07-21 Thread Paul R
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

Re: [fltk.general] [MOD] STR #2686: fl_draw() not drawing wrapped line starting with @ when draw_symbols is false

2011-07-21 Thread corvid
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,

Re: [fltk.general] Can't get text working

2011-07-21 Thread Greg Ercolano
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

[fltk.general] Fl_Table::add() doesn't work properly?

2011-07-21 Thread Percy
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(

Re: [fltk.general] smallest possible C++ subset for C programmers?

2011-07-21 Thread Patrick Mc(avery
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

Re: [fltk.opengl] Problems with gl_draw on Mac OSX

2011-07-21 Thread Ian MacArthur
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

Re: [fltk.opengl] Problems with gl_draw on Mac OSX

2011-07-21 Thread Manolo Gouy
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