"Rudolf" <drivers.be-hold@xxxxxxxxxxxx> wrote: > > I cannot confirm this. The [1] array at the end of a structure is > > often used to indicate that the structure itself has a non > > specified > > length. > OK, so that's OK then :) It should be, at least :-)) > > the clipping info. In BeUAE I used this to copy the clipping info > > and > > it worked fine: > > > > fClipListCount = info->clip_list_count; > > if (fClipListCount > MAX_CLIP_LIST_COUNT) > > fClipListCount = MAX_CLIP_LIST_COUNT; > > > > memcpy(fClipList, info->clip_list, fClipListCount * > > sizeof(clipping_rect)); > > Yep: tried that as well. Nogo! Which is very strange! > That BeUAE: is that a GLView thing? No, just a BDirectWindow - the views in it shouldn't really matter; you just need them to get proper input messages in case for a direct window. > > Since the clipping info is specified in screen coordinates, I would > > find it very odd if a BMenuBar (which is just a view) would mess > > the > > clipping up, but who knows. > It's faulty. Maybe I'd better recheck if it's screen coordinates > then: > could be relative to left-top as well. But it's faulty. Okay. Have a look at the /boot/optional/sample-code/game_kit/Chart sample (also available as a demo application). It doesn't look like there is anything odd there (ChartWindow::SwitchContext()). > > IIRC there is also a stars demo that uses both, a BMenuBar and a > > direct window - maybe that can give us a clue. > Maybe. But I expect we must conclude BWindowScreen is OK but BGLView > is > not at best. I can image the top-offset existing especially for BGL > view BTW: I guess it's not that common (or possible at all?) that a > DirectWindow has a menu? > (again: I'm new at this..) Actually, I remembered wrong: the Chart demo doesn't have a menu bar, although it does have something similar. A BDirectWindow can have views like any other window - it essentially is exactly like any other window. It only gets direct information on how to access the screen buffer, including the clipping rects. You have to make sure that the part of the window you want to update directly is not drawn over by a view, ie. that view shouldn't draw at all (by using a transparent view color). > Really: I spent a lot of time on BGLView now :-/ > Thanks anyway.. Hope that helps. What I don't understand yet, what makes BGLView special? It should only be the GL context that it has plus the backing buffer, right? > PS: Textures up and running already: driver state is now active > rendering :) (acc func's still turned off though: as they are not yet > OK it seems) > Damn: the suspense is killing me :) Hehe - sounds very nice, though :-)) Bye, Axel.