Re: Newbie Q: Is it possible to draw functional "Cocoa Controls" in an OpenGL context?
Re: Newbie Q: Is it possible to draw functional "Cocoa Controls" in an OpenGL context?
- Subject: Re: Newbie Q: Is it possible to draw functional "Cocoa Controls" in an OpenGL context?
- From: Alastair Houghton <email@hidden>
- Date: Wed, 14 Feb 2007 23:51:37 +0000
On 14 Feb 2007, at 23:21, Daniel Steward wrote:
OK - now I'm curious. Not having used NSOpenGLView myself I'm just
throwing things out. How would it work to build a composite
subclass of NSView which includes an NSOpenGLView as a subview
along with buttons above it.
Like Scott said, you can't do that at the moment; you aren't supposed
to overlap views (and you'd very likely have trouble anyway with an
NSOpenGLView because it's a hardware accelerated surface), and you
can't have subviews of NSOpenGLView.
Creating a separate window seems like a hard way to do this
because it seems like you would have to write some sort of glue
(literally) code to tie the two together spatially.
I don't think you need any code for that :-)
Take a look at NSWindow's -addChildWindow:ordered:.
I suppose the other question is why can't other things draw on top
of the OpenGL view? Is there something about the glContext that
makes this a problem?
Yes, it's hardware accelerated. The memory backing it may be
organised differently than normal, and it will be updated by the 3D
engine on the video card as and when necessary.
Kind regards,
Alastair
--
http://alastairs-place.net
_______________________________________________
Cocoa-dev mailing list (email@hidden)
Do not post admin requests or moderator comments to the list.
Contact the moderators at cocoa-dev-admins(at)lists.apple.com
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden