Re: The right way to build a full screen app
Re: The right way to build a full screen app
- Subject: Re: The right way to build a full screen app
- From: Craig Hunter <email@hidden>
- Date: Thu, 03 Aug 2006 15:51:14 -0400
> Message: 3
> Date: Wed, 2 Aug 2006 21:57:04 +0100
> From: Wayne Pascoe <email@hidden>
> Subject: The right way to build a full screen app
> To: Cocoa mailing list <email@hidden>
> Message-ID: <email@hidden>
> Content-Type: text/plain; charset="us-ascii"
>
> Hi all,
>
> I'd like to know what the right way to build an application that can
> scale and display images in a window or in full screen mode is.
>
> The tutorial at http://cocoadevcentral.com/articles/000028.php seems
> to be a little out of date and some of the detail is quite unclear to
> me (e.g. create a controller - what kind of controller?)
>
> From what I can see, my main options are OpenGL or CGImage. Which of
> these is the right solution here? What is the best starting point
> documentation-wise for the correct option ?
>
> Basically, I am trying to write a slideshow app for use at customer
> events. The idea is to periodically rescan a directory for new images
> and add them to the slideshow. I'm sure that there are things out
> there that do this already, but I'm using it as an excuse to learn
> something :D
My first instinct would be to use an existing Mac OS X screensaver (there is
one that does pretty nice slideshows) for this particular task instead of
writing a new app. And if you still want to learn something new, look into
the Quartz Composer app installed with developer tools -- it can do some
really impressive stuff, and the programming environment is extremely cool.
If your main focus is fullscreen graphics with OpenGL effects and
manipulations, this seems like the way to go. Cocoa would only complicate
matters....
Craig
--
Dr. Craig Hunter
NASA Langley Research Center
Configuration Aerodynamics Branch
email@hidden
(757) 864-3020
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