> It's not clear how to actually *use* a different graphics driver, I'm > simply swapping my driver into fltk3::graphics_driver when drawing the > window, but this seems unlikely to be the correct way...suggestions? I > use the existing FLTK font stuff.
Assuming you just have to change the way you draw into windows, do this: - create a Fl_Graphics_Driver derived class, say, Fl_OpenGL_Driver, and implement all its virtual member functions - create an Fl_OpenGL_Driver object: Fl_OpenGL_Driver *ogl_driver = new Fl_OpenGL_Driver(); - replace the default graphics driver (X11/Quartz/GDI) by yours: Fl_Graphics_Driver *old_driver = Fl_Display_Device::display_device()->driver(); Fl_Display_Device::display_device()->driver(ogl_driver); - activate the new driver: Fl_Display_Device::display_device()->set_current(); At that point, all graphics primitives will use OpenGL. You can return to default with: Fl_Display_Device::display_device()->driver(old_driver); Fl_Display_Device::display_device()->set_current(); But all of that do little more than : fl_graphics_driver = ogl_driver; as you do already > > Is there an easy way to render a "standard" window to an image? It'd > greatly streamline testing if I could do comparisons in the app itself. fl_read_image() as you already discovered _______________________________________________ fltk mailing list fltk@easysw.com http://lists.easysw.com/mailman/listinfo/fltk