Re: Using OpenGL to create a custom interface
Re: Using OpenGL to create a custom interface
- Subject: Re: Using OpenGL to create a custom interface
- From: Brian Willoughby <email@hidden>
- Date: Wed, 14 Nov 2007 21:52:43 -0800
There are only two ways for an AudioUnit to advertise that it has
code available for UI - Carbon and/or Cocoa - and the host
application determines which is used. There is no way for an AU host
to ask for an OpenGL UI, so you'll have to package your OpenGL code
inside Carbon and/or Cocoa. Implementation depends upon which you
choose. Further, you may find that Carbon Controls or Cocoa Control/
View objects are easier to use directly, even if completely
transparent, rather than wrapping OpenGL code. You might consider
supporting both Carbon and Cocoa UI for maximum host compatibility,
depending upon how much glue code is needed.
Brian Willoughby
Sound Consulting
On Nov 14, 2007, at 21:09, paul Fultz wrote:
I was wondering how you would go about using opengl to
create a custom interface, If i use opengl do i need
to create the audio unit with carbon or cocoa first?
or can i start with a generic audio unit and use
opengl from there? also where would i implement the
funtion calls from opengl such as glutDisplayFunc(),
glutMouseFunc(), etc?
Thanks,
Paul
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