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) _______________________________________________ fltk mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk

