In article <[EMAIL PROTECTED]>,
 Kezhong Zhou <[EMAIL PROTECTED]> 
 wrote:

> When I use "mode (FL_DOUBLE | FL_RGB)", the glGetString's return value showes 
> the GLWindow is still runnning in software mode.
> When I use "mode (FL_SINGLE | FL_RGB)", GLWindow now is running in hardware 
> mode.

I've read all the thread.
It's strange that GLUT didn't fail outright, but then again I've used 
GLUT only in rare occasions under windows.

Anyway, I'll just point out some more suggestions.

> In my real code, I use swap_buffer() since I found fltk don't always swap 
> buffer for me. I have a function which loops many times, in each loop, I draw 
> a scene and show it out. If I omit the swap_buffer() call, I don't get the 
> last redraw() result of the loop.

With single buffering, swap_buffers() does nothing (obviously).
If you use double buffering, calling swap_buffers() more than once in a 
draw() call is *generally* a bad style. It's usually more stylish to 
perform a single operation in a draw() call, end eventually refresh the 
display with a timer, using redraw().

This has nothing to do with GL engines on itself (it's perfectly legal) 
but due to the fact that the GUI is more responsive if your redraw 
handler is very small and quick. Much more user friendly.

> 
>                               valid(1);

valid(1) is also set automatically when draw() returns.
FLTK does both swap() and valid(1) (and context_valid(1) too), which is 
very neat.


The rest looks good.

Good work with FLTK :)

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