Documentation: make clear that "Using OpenGL in Normal FLTK Windows" isn't useful with macOS.
This commit is contained in:
parent
d1e346a7d2
commit
ffcf8bd0b7
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user