Is there any other way doing it? I don't have to used jpeg.
Could provide as well a raw bitmap (in rgb?). Its actually for a logo
so it won't be very big.
You should consider to use xpm format, maybe using GIMP to create it out
of a jpeg. xpm is ASCII text and you can include it directly to
For what it's worth, I've triggered Fl_Gl_Window overlays from a timer
in the past, and attained high frame rates, so it certainly *can* work
OK, and I have a number of things that do (non-GL) animations using FL
timers that also work, and give the expected frame rates, so I think the
timers are
I'm only calling redraw.
My GlWindow is embedded within a doublebuffered window but I have not
explicitly enabled double bufferring in the GlWindow.
Ah, now there's a thing.
On (at least) one platform I have had weird behaviours with Fl_Gl_Window
embedded in Fl_Double_Window, such that the
Sorry, no not yet. This is based on fltk-1.1.10. I am just try to add
on
this image blob.
Ah, OK. But 1.3 is a drop-in replacement for 1.1 so porting your code
should be trivial; consider the upgrade, it will solve your problem.
Is there any other way doing it? I don't have to used jpeg.
For simplicity reason I like to carry the jpeg image inside the binary.
So I have a data pointer and size of a copy of jpeg file represented
inside the program.
Is there a way to utilize the FLTK functionality with Fl_JPEG_Image?
Fl_JPEG_Image typically wants a filename.
Is there a way to
On 06.02.2012 23:59, Shon Pritchett wrote:
On 02/06/12 13:59, Shon Pritchett wrote:
Hello Everyone,
I am using a GlWindow to display some images off disk in sequential order.
I'm having some trouble getting the GlWindow to refresh in a timely fashion.
I am using the add_timeout function
I try to move the window in the upper left corner of the screen. The screen
does not move though. Here is my test code:
#include FL/Fl.H
#include FL/Fl_Window.H
int main()
{
Fl_Window win(400, 400,Test Window);
win.position(1,1);
win.show();
return Fl::run();
}
So what do I need to do to move
#include FL/Fl.H
#include FL/Fl_Window.H
int main()
{
Fl_Window win(400, 400,Test Window);
win.position(1,1);
win.show();
return Fl::run();
}
So what do I need to do to move the window?
Two things:
1: You can just create the window in the right place anyway, with
I think I am misusing the add_timeout and repeat_timeout functions.
If a draw will not happen until after these functions return then my drawing
code should be in the window's draw function.
The timeout functions should just be there for timing when that drawing will be
active.
something
I think I am misusing the add_timeout and repeat_timeout functions.
If a draw will not happen until after these functions return then my drawing
code should be in the window's draw function.
The timeout functions should just be there for timing when that drawing will
be active.
On 02/07/12 14:56, Shon Pritchett wrote:
I've tried everything I can think of but I cannot force
a redraw at exactly the instant I want to. I need an
occluding object to damage the window before I can force a redraw.
Calling redraw() is the equivalent of damaging the window.
Dear All,
I have a question of set fltk color.
I use color(0x0) to set background color to black, but it display white to me,
and if I use color(0x01010100), the display is black, so why 0x is not
black in fltk?
my fltk version is 2.0, and my system's color bit 32bpp.
Best regards,
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