Re: newbie resource question
Re: newbie resource question
- Subject: Re: newbie resource question
- From: "Ray, Jeffrey R. {Jeff} (DFRC-ME)" <email@hidden>
- Date: Thu, 06 Jun 2013 17:15:25 -0500
- Acceptlanguage: en-US
- Thread-topic: newbie resource question
Subject: Re: newbie resource question
>On 6 Jun 2013, at 3:29 PM, "Ray, Jeffrey R. {Jeff} (DFRC-ME)"
><email@hidden> wrote:
>
>> I have an old Carbon/command line/OpenGL app that I am trying to convert
>> into a Cocoa/semi-command line/OpenGL app. I'm using the GLFullScreen
>> sample code, and am trying to start by tweaking the project and copying
>>in
>> the non-code bits first. (I realize the code will have to be done all
>>at
>> once, but I'm not at that point yet.)
>
>I'm not sure what you mean by "semi-command line." Graphical-UI Mac
>applications rarely pay attention to the command line.
It's a command line tool (or rather, launches from the command line), but
it creates either a window or goes fullscreen. (It's the 3D
out-the-window-visuals tool for our flight simulators, if that helps
explain it.) It relies on parsing argv/argc, but as long as I'm doing the
work to get it off Carbon and AGL I thought I'd try to make it possible to
double click a config file or (just the app). That's for later, but I
don't want to do anything in the journey to Cocoa that would preclude that.
>Are you starting with some sort of raw project directory of your own, and
>trying to build an application project up in it from spare parts? That's
>possible, but it's easier if you accept Xcode's help.
Almost. I've got my existing Carbon/AGL tool, which has been working
dandy with Xcode 3 for years. With what little I've learned about Cocoa
so far, I figured I could start with my working app and try to merge in
working Cocoa code (eg, merging the critical bits of GLFullScreen into my
project), OR I could start with the working GLFullScreen and try to merge
my code into that, OR I could create a new Cocoa target and try to merge
parts of my app and parts of GLFullScreen into that simultaneously.
I'm in for a wrench, as you say, whichever way I go. I gave the first
path a try, as my app is much larger than GLFullScreen, but got stuck on
the resource thingy. I don't see a way to merge the GLFullScreen target
into my existing project, so I guess I'll give the third path a try next
(which is essentially what you suggested).
Anyway, thanks for the response!
-j
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