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-rw-r--r--src/Fl_Gl_Window.cxx27
1 files changed, 15 insertions, 12 deletions
diff --git a/src/Fl_Gl_Window.cxx b/src/Fl_Gl_Window.cxx
index a7a98f5bc..ddd4c0738 100644
--- a/src/Fl_Gl_Window.cxx
+++ b/src/Fl_Gl_Window.cxx
@@ -201,7 +201,7 @@ void Fl_Gl_Window::make_current() {
}
/**
- Set the projection so 0,0 is in the lower left of the window and each
+ Sets the projection so 0,0 is in the lower left of the window and each
pixel is 1 unit wide/tall. If you are drawing 2D images, your
draw() method may want to call this if valid() is false.
*/
@@ -408,12 +408,12 @@ void Fl_Gl_Window::resize(int X,int Y,int W,int H) {
Returns or sets a pointer to the GLContext that this window is
using. This is a system-dependent structure, but it is portable to copy
the context from one window to another. You can also set it to NULL,
- which will force FLTK to recreate the context the next time make_current() is called, this is
- useful for getting around bugs in OpenGL implementations.
+ which will force FLTK to recreate the context the next time make_current()
+ is called, this is useful for getting around bugs in OpenGL implementations.
- <p>If <i>destroy_flag</i> is true the context will be destroyed by
- fltk when the window is destroyed, or when the mode() is changed, or the next time
- context(x) is called.
+ If <i>destroy_flag</i> is true the context will be destroyed by
+ fltk when the window is destroyed, or when the mode() is changed,
+ or the next time context(x) is called.
*/
void Fl_Gl_Window::context(void* v, int destroy_flag) {
if (context_ && !(mode_&NON_LOCAL_CONTEXT)) fl_delete_gl_context(context_);
@@ -472,7 +472,8 @@ void Fl_Gl_Window::init() {
using system-specific calls), and remember that you are in an indexed
OpenGL mode and drawing anything other than flat-shaded will probably
not work.
- <P>Both this function and Fl_Gl_Window::draw() should check
+
+ Both this function and Fl_Gl_Window::draw() should check
Fl_Gl_Window::valid() and set the same transformation. If you
don't your code may not work on other systems. Depending on the OS,
and on whether overlays are real or simulated, the OpenGL context may
@@ -483,16 +484,18 @@ void Fl_Gl_Window::draw_overlay() {}
#endif
/**
- You <b>must</b> subclass Fl_Gl_Window and provide an implementation for
+ You \e \b must subclass Fl_Gl_Window and provide an implementation for
draw(). You may also provide an implementation of draw_overlay()
if you want to draw into the overlay planes. You can avoid
reinitializing the viewport and lights and other things by checking
valid() at the start of draw() and only doing the
initialization if it is false.
- <P>The draw() method can <I>only</I> use OpenGL calls. Do not
- attempt to call X, any of the functions in &lt;FL/fl_draw.H&gt;, or glX
- directly. Do not call gl_start() or gl_finish(). </P>
- <P>If double-buffering is enabled in the window, the back and front
+
+ The draw() method can <I>only</I> use OpenGL calls. Do not
+ attempt to call X, any of the functions in <FL/fl_draw.H>, or glX
+ directly. Do not call gl_start() or gl_finish().
+
+ If double-buffering is enabled in the window, the back and front
buffers are swapped after this function is completed.
*/
void Fl_Gl_Window::draw() {