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 Re: Apple Version
 
 9/6/2007 5:36:09 PM
Michael_James
24 posts


Re: Apple Version
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.
 9/7/2007 12:06:39 AM
Lars Wernlund
111 posts
5th


Re: Apple Version
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
 9/12/2007 3:53:46 PM
Michael_James
24 posts


Re: Apple Version
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
 10/28/2007 5:45:04 PM
kernfusion
12 posts
www.kernfusion.ch


Re: Apple Version
Just for Information. Release 1.18  is working fine on Mac Book Pro with Boot Camp.

Cheers Matthias
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