Re: Cocoa controls on top of an OpenGL view
Re: Cocoa controls on top of an OpenGL view
- Subject: Re: Cocoa controls on top of an OpenGL view
- From: Ricky Sharp <email@hidden>
- Date: Sun, 3 Jun 2007 13:48:29 -0500
On Jun 3, 2007, at 1:36 PM, John Stiles wrote:
When you speak of z-ordered, it's true that if you have a set of
sibling controls (views), z-order amongst them is undefined (as
well as the fact you cannot overlap them without side-effects).
To achieve a well-defined order, you would need to use subviews.
Do you have the need for overlapping controls?
Well, I need arbitrary Cocoa controls to overlay an OpenGL graphic.
So you could consider that like an NSOpenGLView with other NSViews
on top of it. But I was under the impression that this wouldn't
fly, so I've been dreaming up alternatives.
Ahh, OK. Yea, NSOpenGLView is not a "container" view in IB's eyes.
Adding a subview may not even be programatically possible. Even if
it is, have no idea how things would end up rendering. I do believe
the approach to use is an overlay window (child).
I think the usage of overlay windows is still the proper solution to
have views over a QuickTime movie. I seem to remember Carbon methods
to draw over a movie's frames as they were rendered, but that seemed
to lead towards major performance hits since frames could no longer
be pushed to the GPU? Note that my knowledge of this goes back to OS
9 days, so it may be seriously outdated.
I believe though that the overlay window approach allows the system
(window server) to push all window content to the GPU if possible.
Basically, you get high-performance compositing even though your
content is now in two separate windows.
___________________________________________________________
Ricky A. Sharp mailto:email@hidden
Instant Interactive(tm) http://www.instantinteractive.com
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