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From: Roger H. <rog...@mi...> - 2006-07-20 12:27:57
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On 19 Jul, 2006, at 21:56, James W. Walker wrote: > Roger Holmes <rog...@mi...> wrote: > >> Ah, the problem was there but not quite as I remembered. It was >> getting >> a reference to the plug-in's bundle. If you are writing an >> application then >> this is very easy, but there does not seem to be an easy way for a >> plug-in. > > > I've seen this question asked and answered more than once on Apple > mailing lists. The standard answer is to use > CFBundleGetBundleWithIdentifier. Of course, your plug-in should have > a unique bundle ID. There's a hole in my bucket dear Liza... When I read about that routine I thought " I need the bundleID, its in the Info.plist, how do I get it from the info.plist, I need the bundleRef". As a die hard Mac Programmer I always try not to have hard coded strings in my program, but I suppose I should use one here. > >>> 1. Hardware-accelerated offscreen rendering would be helpful >>> e.g. for >>> high-resolution printing. This could be done by tiling and pbuffer >>> rendering. >> >> I always assumed it was accelerated, there is not much of a delay >> anyway >> considering the huge number of pixels being generated. Hi-res >> printing is >> not really that fast from Quartz either, but I agree a speed gain >> would be useful. > > > It's not just speed that motivates this wish. On the Mac, the > software OpenGL renderer is quite capable, but on Windows, it's in > the stone age. If I want to be able to use any OpenGL extensions, I > need to avoid software rendering on Windows. I see. Does anyone know if OpenGL can do anything like the CSG operations supported on the old Apple NuBus graphics accelerator card? Roger Holmes Microspot Ltd |