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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