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 9/6/2007 4:36 PM
 
I dont know much about OpenGL, but as far as I was aware, it was built from the ground up to be portable. I would have thought that almost all of captures large code is for OpenGL, meaning it can be used on any OS. Is that correct? Is it not a case of rewriting things like the settings and all windows specific code, such as the DMX universe tabs etc.. for Mac and the openGL code would just work? I could be completely wrong here. But would be nice to know what it would take to port an OpenGL app to another OS. Cheers Michael.
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 9/6/2007 11:06 PM
 
Hi Michael,

You are absolutely right. Unfortunately the relative amount of code actually related to OpenGL is really minimal - the vast majority of teh code deals with all the features, windowing, import/export, networking.. and then we have the byte order issue, an extra release packaging, more computers in the office, more support,.. so as you see the issue really isn't OpenGL. :-)


Regards,
Lars Wernlund


Regards,
Lars Wernlund, The Capture Team
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 9/12/2007 2:53 PM
 
Cheers for clearing that up. I assumed that Capture being OpenGL would be mainly code for that. Didnt really thing about networking and imports. Cheers Michael
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 10/28/2007 4:45 PM
 
Just for Information. Release 1.18  is working fine on Mac Book Pro with Boot Camp.

Cheers Matthias

Regards, kernfusion design GmbH, Matthias Kern, Distribution of Capture Products in Switzerland
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