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authorManoloFLTK <41016272+ManoloFLTK@users.noreply.github.com>2019-10-27 08:37:33 +0100
committerManoloFLTK <41016272+ManoloFLTK@users.noreply.github.com>2019-10-27 08:37:33 +0100
commitffcf8bd0b78255ad7ad3a62a5826c1fa6096cd5e (patch)
treebcbaa7d2cc8651353d165507fb13a05d65a23eba /documentation
parentd1e346a7d2f4345f6387dc42e73d6ec2da7c2e60 (diff)
Documentation: make clear that "Using OpenGL in Normal FLTK Windows" isn't useful with macOS.
Diffstat (limited to 'documentation')
-rw-r--r--documentation/src/opengl.dox6
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