Thanks for your feedback.  So which of these functions would I likely want to 
put my own callback in to feed frames to my frame manager?

Thanks,
Dan

> Dan Weber wrote:
> > Hi guys,
> >
> > I'm working on application that needs the ability to render to an RGB image 
> > rather than an X display.  Is there anyway I can do this with FLTK and 
> > still make it interactive? (i.e. my application supplies button events and 
> > such)
> >
> > Dan
>
>       I think this is what you want:
>       http://seriss.com/people/erco/fltk/#FlDrawImage
>
>       It shows how to render an animated image into a ram buffer 'pixbuf'
>       and then slaps it onto the fltk screen.
>
>       The methods PlotPixel() and RenderPicture() manage 'rendering' the image
>       and drawing it into the buffer.
>
>       The only FLTK part is really just deriving a class and declaring
>       a draw() method to transfer the buffer to the screen:
>
>     // FLTK DRAW METHOD
>     void draw() {
>         fl_draw_image((const uchar*)&pixbuf, 0, 0, XSIZE, YSIZE, 3, XSIZE*3);
>     }
>
>       It does this whenever the image is damaged or updated.
>       (A timer triggers it to change the image, causing it to animate)

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