gtk-osx-users Mailing List for GTK+ Mac OS X (Page 35)
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From: John R. <jr...@ce...> - 2009-06-21 16:30:03
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On Jun 21, 2009, at 3:15 AM, Jack Skellington wrote: > > I've started a Xcode project for gtkglarea, but > the problem is I guess that GtkGLArea uses glx? > What functions do I need in gtk+osx and Cocoa/Carbon > to initialize and render an OpenGL view? > > /Jacob > Um, what GTK-OSX are you using? This list supports GTK+-2.0, for which GTK-OSX is mostly a build system with some Mac integration functions, which you would use for your application, not for a library. If GtkGlArea is using GLX, you'll have to patch their code to use OSX GL glue instead. Sorry, I've no idea what that would be; I've had only passing contact with OpenGL as a part of a wxWidgets project I inherited. I suggest searching on OpenGL at http:// developer.apple.com/. You should probably get in touch with the GtkGLArea devs as well. You're probably better off sticking with straight autotools for GtkGLArea work; it will integrate into the mother project better if they accept your patches, and once you have it working I can add it to GTK-OSX for automatic building and inclusion in the frameworks. Then you can use XCode to build your application if you want to. Regards, John Ralls |
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From: Jack S. <da...@gm...> - 2009-06-21 10:16:28
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On Sun, Jun 21, 2009 at 3:06 AM, John Ralls<jr...@ce...> wrote: > > On Jun 20, 2009, at 11:06 AM, Jack Skellington wrote: > >> Hello :) >> >> I'm new to this list, I just compiled an old Gtk+/Linux app of mine >> using gtk+osx and Xcode, but I had to, >> cheat using gtkglext and others from macports and I get a crash in >> glXQueryExtension from gdk_gl_init from gtkglext. >> Do I need to make a OS X framework for gtkglext using gtk+osx or is >> there another way? >> The point is NOT to use X right? >> How do I get OpenGL when using gtk+osx? >> >> Sincerely >> Jacob > > I have no idea how to get OpenGL working for GTK-OSX, but I can assure > you that using MacPorts is guaranteed to fail. Yes, the point of GTK- > OSX is to not use X. > > GtkGLExt is not part of Gnome or GTK, it's a separate library. The > website is GtkGLExt.sourceforge.net. It's rather sparsely maintained > from the look of the CVS repository. (It looks like it was taken over > in March; there were a flurry of commits, and then nothing.) It may > require some work to get it going with gtk-quartz... or even a modern > cairo-based X11 GTK. > > The GL solution that's part of Gnome -- and appears to be a bit more > actively maintained -- is GtkGLArea, which you'll find in the usual > Gnome places. You may be able to build that by hand with just a little > fiddling to interface it to the OpenGL framework. I think that you'll > want to avoid Mesa and the headers in /usr/X11/include/GL, because > they'll pull in X11 dependencies, which may have unpredictable results. > I've started a Xcode project for gtkglarea, but the problem is I guess that GtkGLArea uses glx? What functions do I need in gtk+osx and Cocoa/Carbon to initialize and render an OpenGL view? /Jacob |
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From: Jack T. <ja...@ju...> - 2009-06-21 09:52:21
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On Jun 21, 2009, at 3:06 AM, John Ralls wrote: > > On Jun 20, 2009, at 11:06 AM, Jack Skellington wrote: > >> Hello :) >> >> I'm new to this list, I just compiled an old Gtk+/Linux app of mine >> using gtk+osx and Xcode, but I had to, >> cheat using gtkglext and others from macports and I get a crash in >> glXQueryExtension from gdk_gl_init from gtkglext. >> Do I need to make a OS X framework for gtkglext using gtk+osx or is >> there another way? >> The point is NOT to use X right? >> How do I get OpenGL when using gtk+osx? >> >> Sincerely >> Jacob > > I have no idea how to get OpenGL working for GTK-OSX, but I can assure > you that using MacPorts is guaranteed to fail. Yes, the point of GTK- > OSX is to not use X. > > GtkGLExt is not part of Gnome or GTK, it's a separate library. The > website is GtkGLExt.sourceforge.net. It's rather sparsely maintained > from the look of the CVS repository. (It looks like it was taken over > in March; there were a flurry of commits, and then nothing.) It may > require some work to get it going with gtk-quartz... or even a modern > cairo-based X11 GTK. > > The GL solution that's part of Gnome -- and appears to be a bit more > actively maintained -- is GtkGLArea, which you'll find in the usual > Gnome places. You may be able to build that by hand with just a little > fiddling to interface it to the OpenGL framework. I think that you'll > want to avoid Mesa and the headers in /usr/X11/include/GL, because > they'll pull in X11 dependencies, which may have unpredictable > results. I've started a Xcode project for gtkglarea, but the problem is I guess that GtkGLArea uses glx? What functions do I need in gtk+osx and Cocoa/Carbon to initialize an OpenGL view? /Jacob |
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From: John R. <jr...@ce...> - 2009-06-21 01:23:31
|
On Jun 20, 2009, at 11:06 AM, Jack Skellington wrote: > Hello :) > > I'm new to this list, I just compiled an old Gtk+/Linux app of mine > using gtk+osx and Xcode, but I had to, > cheat using gtkglext and others from macports and I get a crash in > glXQueryExtension from gdk_gl_init from gtkglext. > Do I need to make a OS X framework for gtkglext using gtk+osx or is > there another way? > The point is NOT to use X right? > How do I get OpenGL when using gtk+osx? > > Sincerely > Jacob I have no idea how to get OpenGL working for GTK-OSX, but I can assure you that using MacPorts is guaranteed to fail. Yes, the point of GTK- OSX is to not use X. GtkGLExt is not part of Gnome or GTK, it's a separate library. The website is GtkGLExt.sourceforge.net. It's rather sparsely maintained from the look of the CVS repository. (It looks like it was taken over in March; there were a flurry of commits, and then nothing.) It may require some work to get it going with gtk-quartz... or even a modern cairo-based X11 GTK. The GL solution that's part of Gnome -- and appears to be a bit more actively maintained -- is GtkGLArea, which you'll find in the usual Gnome places. You may be able to build that by hand with just a little fiddling to interface it to the OpenGL framework. I think that you'll want to avoid Mesa and the headers in /usr/X11/include/GL, because they'll pull in X11 dependencies, which may have unpredictable results. Sorry that I can't be more help. Regards, John Ralls |
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From: Jack S. <da...@gm...> - 2009-06-20 18:06:09
|
Hello :) I'm new to this list, I just compiled an old Gtk+/Linux app of mine using gtk+osx and Xcode, but I had to, cheat using gtkglext and others from macports and I get a crash in glXQueryExtension from gdk_gl_init from gtkglext. Do I need to make a OS X framework for gtkglext using gtk+osx or is there another way? The point is NOT to use X right? How do I get OpenGL when using gtk+osx? Sincerely Jacob |