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: John Stiles <email@hidden>
- Date: Mon, 4 Jun 2007 09:48:08 -0700
That's an interesting note—thanks for bringing it up. In my case I
can happily live with that restriction :)
On Jun 4, 2007, at 8:45 AM, Shamyl Zakariya wrote:
I've done the child-window thing before and it worked really well.
One thing that should be considered however is that -- and I could
be wrong -- I believe automatic v-sync of OpenGL views
( NSOpenGLCPSwapInterval ) is disabled when a window is partially
occluded by another. Since the child window, by definition, is
overlaying your GL view, you might get some tearing in your display
( provided you're not using some other mechanism to manually vsync ).
That being said, I could be wrong. The reason I bring it up is that
I've noticed automatic sync throttling is lost in my apps when one
is partially or fully occluded by some other window.
email@hidden
"go forth and be excellent to eachother"
-- Bill and Ted
On Jun 4, 2007, at 3:09 AM, Scott Anguish wrote:
On Jun 3, 2007, at 2:12 PM, John Stiles wrote:
Is there a recommended way to float Cocoa controls on top of an
NSOpenGLView?
In Carbon, we were able to do this by creating one window which
contained an AGL surface, and then a separate Carbon window. We
"combined" the two windows with window groups and the visual
effect worked.
I'd be OK with this but I don't know if there is a Cocoa
equivalent to window groups, and if there is a simpler way, I'd
like to know more. I do know that, in general, Cocoa does not
support Z-ordering for controls, so that seems like a potential
stumbling block.
others have already mentioned the floating window thing...
there is sample code for this technique. FunkyOverlayWindow
http://developer.apple.com/samplecode/FunkyOverlayWindow/index.html
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