> Are you using the GLUT emulation layer?
> What visual mode are you requesting?
>
> Just for debugging, try to print the result of the usual
>
> glGetString(GL_VENDOR);
>             GL_RENDERER
>             GL_EXTENSIONS
>
> calls in your GL programs, in the old program and in the one using FLTK.
> Outputs should match.
>

I have two version using FLTK. One uses FL/glut and the other doesn't. The 
other version I use FL/Fl_Gl_Window to utilize OpenGL functions. FL/glut.h was 
not included in the later version.

I'm using RGB, Double Buffer Mode, no Depth_test, orthographic view.
This the code I used in my glut program, the only line on set visual mode:
        glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB );

Following your advices, I call glGetString() in my program.
Get results as below:

In Single Monitor Mode:
All version results are the same:
GL_VENDOR = Intel
GL_RENDERER = Intel 915GM
EXTENSIONS =
                GL_ARB_depth_texture
                GL_ARB_fragment_program
                GL_ARB_multitexture
                GL_ARB_point_parameters
                GL_ARB_shadow
                GL_ARB_texture_border_clamp
                GL_ARB_texture_compression
                GL_ARB_texture_cube_map
                GL_ARB_texture_env_add
                GL_ARB_texture_env_combine
                GL_ARB_texture_env_dot3
                GL_ARB_texture_env_crossbar
                GL_ARB_transpose_matrix
                GL_ARB_vertex_buffer_object
                GL_ARB_vertex_program
                GL_ARB_window_pos
                GL_EXT_abgr
                GL_EXT_bgra
                GL_EXT_blend_color
                GL_EXT_blend_func_separate
                GL_EXT_blend_minmax
                GL_EXT_blend_subtract
                GL_EXT_clip_volume_hint
                GL_EXT_compiled_vertex_array
                GL_EXT_cull_vertex
                GL_EXT_draw_range_elements
                GL_EXT_fog_coord
                GL_EXT_multi_draw_arrays
                GL_EXT_packed_pixels
                GL_EXT_rescale_normal
                GL_EXT_secondary_color
                GL_EXT_separate_specular_color
                GL_EXT_shadow_funcs
                GL_EXT_stencil_two_side
                GL_EXT_stencil_wrap
                GL_EXT_texture_compression_s3tc
                GL_EXT_texture_env_add
                GL_EXT_texture_env_combine
                GL_EXT_texture_filter_anisotropic
                GL_EXT_texture3D
                GL_3DFX_texture_compression_FXT1
                GL_IBM_texture_mirrored_repeat
                GL_NV_blend_square
                GL_NV_texgen_reflection
                GL_SGIS_generate_mipmap
                GL_WIN_swap_hint

But in Dual Monitor Mode:
My two version using FLTK are the same.
GL_VENDOR = Microsoft Corporation
GL_RENDER = GDI Generic
GL_RENDERER = Intel 915GM
EXTENSIONS =
                GL_WIN_swap_hint
                GL_EXT_bgra
                GL_EXT_paletted_texture

While the origin GLUT one returns the same result as in single monitor mode.



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