nbsp; | EdenCGL (updated 2008-11-24) From the readme (included inside the archive): Readme for EdenCGL. Copyright (c) 2001-2008, Philip Lamb, phil at eden dot net dot nz. Licensed under the Apache License, Version 2.0 (the "License"); http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software General EdenCGL defines some fairly simple interfaces to Mac OS X's CGDirectDisplay facilities (for capturing the screen(s) and turning off the window server) and CGL OpenGL facilities for basic full screen OpenGL context management. Building EdenCGL.c and you should include these with your project. You will also need to place the header files: Eden.h into a folder or directory named "Eden" and place the Eden folder on the include path for your project. Usage: Basically, you use these interfaces at a few different places in your software. At the point where you'd normally create your (fullscreen) window, you instead do something like that demonstrated in the snippet below: // BEGIN SNIPPET. EDEN_CGL_DISPLAY_MODE displayModes[NUMBER_OF_DISPLAYS_WANTED]; for (i = 0; i < NUMBER_OF_DISPLAYS_WANTED; i++) { Then, where you'd normally do your OpenGL drawing, you'd do something like this: // BEGIN SNIPPET. EDEN_BOOL ok; for (i = 0; i < NUMBER_OF_DISPLAYS_WANTED; i++) { Finally, when you're done with your fullscreen(s), cleanup is done thus: // BEGIN SNIPPET. EDEN_BOOL ok; ok = EdenCGLCleanup(); Bear in mind that if you're currently using some other system for your OpenGL context management, such as GLUT, AGL, or GLX, you may still use parts of that system, to handle e.g. keyboard and mouse events. |