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Re: NSOpenGLView bounds vs. frame
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Re: NSOpenGLView bounds vs. frame


  • Subject: Re: NSOpenGLView bounds vs. frame
  • From: Troy Stephens <email@hidden>
  • Date: Mon, 1 Dec 2003 16:05:10 -0800

On Dec 1, 2003, at 12:44 AM, Mark Flider wrote:
Does the bounds method in NSOpenGLView actually do anything? From the sample code I've seen, we have to supply our own "bounds" in the form of viewports and various matrices anyway... does [bounds] just return the frame, or is it undefined, or is there a way to take advantage of it (since setBounds: does not raise an error)?

An NSView's "bounds" rectangle, and the coordinate transform that it defines, has no effect on OpenGL drawing. Thus, as you surmise, it's of little use in an NSOpenGLView (or any other view to which you attach an NSOpenGLContext).

If you don't change the bounds of an NSOpenGLView, they will be equal in size to the view's frame, with an origin of (0,0). The view will remember a different bounds rectangle if you set one, but, again, this doesn't really do anything for you. The standard OpenGL calls glViewport(), glOrtho(), gluPerspective(), glScalef(), etc. are the way to specify whatever transforms you want applied to your GL drawing.

Hope this helps clarify.

Troy Stephens
Cocoa frameworks, Apple
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References: 
 >NSOpenGLView bounds vs. frame (From: Mark Flider <email@hidden>)

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