Changing Window Bounds; Quality Volume Rendering SDK

Question #1:

I attempted to change my code to respond to a kEventControlBoundsChanged event
when the window with the OpenGL area changes its size. However, this is not
working properly. The behavior I am seeing is that when I increase the height
of my window, the OpenGL object moves up and the area just exposed is white.

If I respond to a kEventWindowBoundsChanged event and call the same code,
everything works as expected.

Has anyone tried responding to a kEventControlBoundsChanged event and calling:

aglSetCurrentContext( mGLContext );
aglUpdateContext( mGLContext );
glViewport( 0, 0, mCamera.viewWidth, mCamera.viewHeight );

?

Perhaps the Window itself hasn’t finished changing it’s size when
kEventControlBoundsChanged is generated?

I am redrawing my content after calling aglUpdateContext.

I can provide any additional details you might require.

Question #2:

Also, I would like to be able to provide quality volume rendering with GB data
sets. However, based on some research, I understand this is not an easy thing
to accomplish. See: http://tinyurl.com/buxqo for a USENET thread on this topic.

The Volume Rendering SDK at http://fovia.com was recommended, but the SDK not
supported under MacOSX (although, this could change once Intel releases the
final version of its compiler for XCode).

I was wondering if anyone was aware of high quality volume rendering SDKs that I
could make use of from within XCode. All suggestions will be of interest.

Originally posted by ericgorr:
[b] Question #1:

I attempted to change my code to respond to a kEventControlBoundsChanged event
when the window with the OpenGL area changes its size. However, this is not
working properly. The behavior I am seeing is that when I increase the height
of my window, the OpenGL object moves up and the area just exposed is white.

If I respond to a kEventWindowBoundsChanged event and call the same code,
everything works as expected.

Has anyone tried responding to a kEventControlBoundsChanged event and calling:

aglSetCurrentContext( mGLContext );
aglUpdateContext( mGLContext );
glViewport( 0, 0, mCamera.viewWidth, mCamera.viewHeight );

?

Perhaps the Window itself hasn’t finished changing it’s size when
kEventControlBoundsChanged is generated?

I am redrawing my content after calling aglUpdateContext.

I can provide any additional details you might require.
[/b]
Is the control taking up all the area of the window? If not, how does its size and position change when the window is resized? I’m wondering if you need to update the AGL_BUFFER_RECT settings.

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