All changes are mac-specific, except a very minor change in file src/gl_draw.cxx
where string drawing wrongly claimed to support @symbol, not possible
because symbols are drawn using non-GL primitives.
Unchanged application code can use the new FLTK code.
In addition, the new code allows mac applications to draw OpenGL scenes
at high resolution on so-called 'retina' displays, but this requires some
support from app code. They must call, before opening GL windows,
Fl::use_high_resolution(1);
and change their glViewport() calls as follows
glViewport(0, 0, pxel_w(), pixel_h());
This uses 2 new member functions of the Fl_Gl_Window class,
pixel_w() and pixel_h() returning the window dimensions in pixel
units, that is, twice the w() and h() when the window is mapped
on a retina display.
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@10498 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
test/README - 20 Oct 1998
-------------------------
This directory contains tests and demos of FL. In most cases you can
learn a lot about how to program FL by looking at the source code.
Type "make" to compile them all.
The program "demo" is a graphical interface to run all the demos. (you
may recognize this as a rewrite of an XForms program).
Some of the more interesting programs:
fractals: A GLUT program with FL controls added to it
glpuzzle: A GLUT program with no modifications
fullscreen: Demo of how to make your window toggle to fill screen
list_visuals: necessary to debug X visual stuff
mandelbrot: A true application, using panels built in Fluid
menubar: Demo of how FL's menus work
shiny: Demo of drawing FL's controls using OpenGL
forms: An XForms program to demonstrate emulation
colbrowser: Another XForms program that is actually useful