OpenGL and Document-Based Cocoa app [A SOLUTION]
OpenGL and Document-Based Cocoa app [A SOLUTION]
- Subject: OpenGL and Document-Based Cocoa app [A SOLUTION]
- From: MoreMasters <email@hidden>
- Date: Sun, 24 Mar 2002 18:14:01 -0100
It's Sunday, I like distractions :)
Next time I use OpenGL, I think I'll do just as you suggest; use the
GLview simply as a canvas, and move all the 'drawing' stuff out of there
into the controller class.
It certainly seems a hell of a lot more neat and efficient way to do
things...
I've solved the situation a few minutes ago by trapping windowWillClose
in the controller class, so I can send a message to the OGL side
letting it know not to bother the controller class anymore.
(I should mention that the problem with MyOpenGLClass messaging
MyControllerClass when it doesn't exist only happens in the 'reshape'
method, which seems to be the last thing to get called in MyOpenGLClass
before it dies... so I only have to check for this in the one method.)
Thanks for your help, and enjoy the rest of your weekend!
MM
On Sunday, March 24, 2002, at 04:14 PM, Brent Gulanowski wrote:
On Sunday, March 24, 2002, at 09:44 AM, MoreMasters wrote:
MyDocument class handles the data (vertices etc etc) for the OpenGL
model,
and manipulates it according to user input. MyOpenGLView asks for
this data from MyDocument whenever it needs to do so, via an IBOutlet.
This is the way I've done things so far, and have had no problems...
all my OGL programs have been single window apps up until now.
Just another thought: is your View doing its own drawing, then? I
always consider the view to be blissfully unaware of what was inside
itself (for OpenGL), and let the model objects do the "drawing", or
even better the window controller. Window closes, no more window
controller! (At least that's how I think it works.) I hope I'm helping,
not just distracting you.
bg
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