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Re: Rendering OpenGL in timed loop (CoreVideo).
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Re: Rendering OpenGL in timed loop (CoreVideo).


  • Subject: Re: Rendering OpenGL in timed loop (CoreVideo).
  • From: Michael Ash <email@hidden>
  • Date: Sat, 11 Apr 2009 13:13:42 -0400

On Sat, Apr 11, 2009 at 2:20 AM, Brian Bruinewoud <email@hidden> wrote:
> Ok. That "works". I was coming from an NSOpenGLView example where the view
> sets the context before the drawRect is sent.
>
> Any it, doesn't crash/hang/stop now, but it doesn't draw anything, either...
> :(

Does identical code placed in drawRect: (without the context setting
stuff, of course) draw? If so, it's probably a flushing problem. Be
sure to flush your GL context before you exit.

I thought of another possible approach. Since NSOpenGLView tries to
act like a regular NSView, it may be sufficient to wrap your calls in
a lockFocus/unlockFocus pair.

Mike
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  • Follow-Ups:
    • Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).
      • From: Brian Bruinewoud <email@hidden>
References: 
 >Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Greg Parker <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Michael Ash <email@hidden>)
 >Re: Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)

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