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Re: Going around "display:"
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Re: Going around "display:"


  • Subject: Re: Going around "display:"
  • From: "Erik M. Buck" <email@hidden>
  • Date: Sat, 18 May 2002 22:19:50 -0500
  • Organization: EMB & Assocites Inc.

Yes, you are doing something wrong.
If you can call
> [myView lockFocus];
> [self drawMethod];
> [myView unlockFocus];
then you can call
[self displayInRect:someRect];

The -display method does a lot of setup and helps the App kit do the most
efficient drawing with buffers swaps during v-blank etc. If you are full
screen, you do not have to worry about it and you don't need NSOpenGLView at
all.


----- Original Message -----
From: "David Newberry" <email@hidden>
To: <email@hidden>
Sent: Saturday, May 18, 2002 5:39 PM
Subject: Going around "display:"


> Hello all,
>
> I am working with a subclass of NSView (specifically NSOpenGLView). It's a
> simple game, and I want to invoke OpenGL drawing code from a place in the
> program other than my NSOpenGLView's subclass' drawRect: method. (Having
> it there just doesn't make sense in how the flow of my program is set up.)
> To get around having drawing code in said method, I have the following
> code:
>
> [myView lockFocus];
> [self drawMethod];
> [myView unlockFocus];
>
> What I'm trying to do is probably fairly obvious. "myView" is my NSView
> subclass, and this code is being called from the object containing the
> drawing code in the "drawMethod" method. It seems that the code is being
> called properly (from a timer), but the NSOpenGLView is not being drawn to
> the screen... only if I force the drawRect: method to be called does it
> update on screen. Am I doing something incorrectly, or overlooking
> something else I need to call?
>
> Thanks in advance,
> -David Newberry
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References: 
 >Going around "display:" (From: David Newberry <email@hidden>)

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