diff options
| author | Albrecht Schlosser <albrechts.fltk@online.de> | 2020-07-01 18:03:10 +0200 |
|---|---|---|
| committer | Albrecht Schlosser <albrechts.fltk@online.de> | 2020-07-06 20:28:20 +0200 |
| commit | f09e17c3c564e8310125a10c03397cbf473ff643 (patch) | |
| tree | 8d0fd4a28e3686c33aaa140d07ddba26ab28bdc2 /documentation/src/opengl.dox | |
| parent | b0e0c355edaa2e23148cb0260ada907aec930f05 (diff) | |
Remove $Id$ tags, update URL's, and more
- remove obsolete svn '$Id$' tags from all source files
- update .fl files and generated files accordingly
- replace 'http://www.fltk.org' URL's with 'https://...'
- replace bug report URL 'str.php' with 'bugs.php'
- remove trailing whitespace
- fix other whitespace errors flagged by Git
- add and/or fix missing or wrong standard headers
- convert tabs to spaces in all source files
The only relevant code changes are in the fluid/ folder where
some .fl files and other source files were used to generate
the '$Id' headers and footers.
Diffstat (limited to 'documentation/src/opengl.dox')
| -rw-r--r-- | documentation/src/opengl.dox | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/documentation/src/opengl.dox b/documentation/src/opengl.dox index 94c13eb17..9d727d87a 100644 --- a/documentation/src/opengl.dox +++ b/documentation/src/opengl.dox @@ -1,6 +1,6 @@ /** - \page opengl Using OpenGL + \page opengl Using OpenGL This chapter discusses using FLTK for your OpenGL applications. @@ -55,15 +55,15 @@ glDrawBuffer(GL_BACK); <CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc"> <TR> - <TD><B>Note:</B> + <TD><B>Note:</B> - If you are using the Mesa graphics library, the call - to \p glDrawBuffer() is not required and will slow - down drawing considerably. The preprocessor instructions - shown above will optimize your code based upon the - graphics library used. + If you are using the Mesa graphics library, the call + to \p glDrawBuffer() is not required and will slow + down drawing considerably. The preprocessor instructions + shown above will optimize your code based upon the + graphics library used. - </TD> + </TD> </TR> </TABLE></CENTER> @@ -150,12 +150,12 @@ loading functions by doing: \code case FL_PUSH: - make_current(); // make OpenGL context current + make_current(); // make OpenGL context current if (!valid()) { ... set up projection exactly the same as draw ... - valid(1); // stop it from doing this next time + valid(1); // stop it from doing this next time } ... ok to call NON-DRAWING OpenGL code here, such as hit detection, loading textures, etc... @@ -453,10 +453,10 @@ void OptimizerWindow::draw() { // Clear the window... context_->clear(csContext::COLOR_CLEAR | csContext::DEPTH_CLEAR, - 0.0f, // Red - 0.0f, // Green - 0.0f, // Blue - 1.0f); // Alpha + 0.0f, // Red + 0.0f, // Green + 0.0f, // Blue + 1.0f); // Alpha // Then draw the scene (if any)... if (scene_) |
