From ffcf8bd0b78255ad7ad3a62a5826c1fa6096cd5e Mon Sep 17 00:00:00 2001 From: ManoloFLTK <41016272+ManoloFLTK@users.noreply.github.com> Date: Sun, 27 Oct 2019 08:37:33 +0100 Subject: Documentation: make clear that "Using OpenGL in Normal FLTK Windows" isn't useful with macOS. --- documentation/src/opengl.dox | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'documentation/src') 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 -- cgit v1.2.3