> //Update FLTK and Irrlicht
> while(Fl::check()) {
> device->getVideoDriver()->beginScene();
> device->getSceneManager()->drawAll();
> device->getVideoDriver()->endScene();
> }
I doubt this works - or if it does it is just luck...
You can't (in fltk) safely or reliably render outside of the draw()
method of the window in question.
You will want to derive your own window class - derive it from Fl_Window
- and add a derived draw method that does the necessary work. This will
ensure that the rendering happens when fltk has the correct render
context set up.
You then need to trigger this by regularly (or in response to some
event) calling my_new_win->redraw(); at regular intervals. Probably an
Fl_timeout would be a useful thing to use here...
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