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| author | ManoloFLTK <41016272+ManoloFLTK@users.noreply.github.com> | 2019-10-27 08:37:33 +0100 |
|---|---|---|
| committer | ManoloFLTK <41016272+ManoloFLTK@users.noreply.github.com> | 2019-10-27 08:37:33 +0100 |
| commit | ffcf8bd0b78255ad7ad3a62a5826c1fa6096cd5e (patch) | |
| tree | bcbaa7d2cc8651353d165507fb13a05d65a23eba /documentation/src | |
| parent | d1e346a7d2f4345f6387dc42e73d6ec2da7c2e60 (diff) | |
Documentation: make clear that "Using OpenGL in Normal FLTK Windows" isn't useful with macOS.
Diffstat (limited to 'documentation/src')
| -rw-r--r-- | documentation/src/opengl.dox | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/documentation/src/opengl.dox b/documentation/src/opengl.dox index 35b39e4a7..94c13eb17 100644 --- a/documentation/src/opengl.dox +++ b/documentation/src/opengl.dox @@ -14,7 +14,7 @@ OpenGL calls to draw the display. Your main program should call (somewhat later) FLTK will call \p draw(). With a bit of care you can also use OpenGL to draw into -normal FLTK windows. This allows you to use Gouraud shading for +normal FLTK windows (see \ref opengl_normal below). This allows you to use Gouraud shading for drawing your widgets. To do this you use the \ref opengl_gl_start "gl_start()" and \ref opengl_gl_finish "gl_finish()" @@ -199,6 +199,10 @@ and OpenGL under macOS (see \ref osissues_retina) \section opengl_normal Using OpenGL in Normal FLTK Windows +\note Drawing both with OpenGL and Quartz in a normal FLTK window is not possible +with the macOS platform. This technique is therefore not useful under macOS because +it permits nothing more than what is possible with class Fl_Gl_Window. + You can put OpenGL code into the \p draw() method, as described in \ref subclassing_drawing in the previous chapter, or into the code for a |
