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Re: scrolling an openGL view (with an NSScrollView)



Ok, sorry I didn't get the part about viewport while scrolling.

But I wonder if there is also the solution that consist to exploit the
perspective function :

glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble
top, GLdouble zNear, GLdouble zFar)

Because at a certain position of the scroller, in place of looking at
the complete projected area (Left, Right, Top, Bottom) scaled in the
viewport (0, 0, H, W), we look at the area (left, right, top, bottom)
with :

left >= Left
right <= Right
top <= Top
bottom >= Bottom

and this values are computed from the real zone viewed in the scroll
view (xMin, yMin, xMax, yMax) with

xMin > 0
xMax < W
yMin > 0
yMax < H

all these value are proportionally computed relative to the size of the
virtual GL view and the visible rect

I will try this solution tonight at home.

Best regards

Girard


On Monday, December 9, 2002, at 04:28 PM, Tom Davie wrote:

>> Did you take a look at the archives ?
>>
>> [SNIP]
>
> Yes I did look at the archives, and the message you gave me below there
> was in fact the message I was referring to in my OP. However as I
> stated in my OP I can't use this method because it does not work when
> the view gets larger than 2048x2048.
>
> Bob
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References: 
 >Re: scrolling an openGL view (with an NSScrollView) (From: "Tom Davie" <email@hidden>)



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