Double-Buffering with NSOpenGLView
While googling I have noticed several comments indicating that the NSOpenGLView does not support double-buffering and that initWithFrame is not called.
After reviewing and debugging some of Apples samples though, it appears that subclasses of NSOpenGLView do support buffering and intiWithFrame.
I am starting a new cocoa-based opengl app, and wanted to verify this before going down the wrong path.
I also found OneSadCookie's GameShell. I was planning to look deeper into it. Has anybody used for any of their projects?
Thanks for any feedback.....
After reviewing and debugging some of Apples samples though, it appears that subclasses of NSOpenGLView do support buffering and intiWithFrame.
I am starting a new cocoa-based opengl app, and wanted to verify this before going down the wrong path.
I also found OneSadCookie's GameShell. I was planning to look deeper into it. Has anybody used for any of their projects?
Thanks for any feedback.....
http://tips.onesadcookie.net/tips/publis...ce+Builder
Yes, I've used my GameShell
Outnumbered, here, uses it: http://onesadcookie.com/Software/
Yes, I've used my GameShell

Outnumbered, here, uses it: http://onesadcookie.com/Software/
Thanks for the quick replies - GameShell looks like it has what I want from a starting point. <Potential future questions on this ;-) >
For the record, it looks like the Apple sample NSOpenGL Fullscreen -at http://developer.apple.com/samplecode/NS...index.html, still uses a subclass of NSOpenGLView.
But on the Nib they use a CustomView - not OpenGLView - and point it's custom class attribute to their new subclass of NSOpenGLView. Thus, they still use initWithFrame and can set the pixel format programmatically for double-buffering. They also get the built-in NSOpenGLView functionality(albeit which doesn't look like much - just a pre-wired GLContext attribute anyway).
For the record, it looks like the Apple sample NSOpenGL Fullscreen -at http://developer.apple.com/samplecode/NS...index.html, still uses a subclass of NSOpenGLView.
But on the Nib they use a CustomView - not OpenGLView - and point it's custom class attribute to their new subclass of NSOpenGLView. Thus, they still use initWithFrame and can set the pixel format programmatically for double-buffering. They also get the built-in NSOpenGLView functionality(albeit which doesn't look like much - just a pre-wired GLContext attribute anyway).
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