I attempted to change my code to respond to a kEventControlBoundsChanged event
when the window with the OpenGL area changes its size. However, this is not
working properly. The behavior I am seeing is that when I increase the height
of my window, the OpenGL object moves up and the area just exposed is white.
If I respond to a kEventWindowBoundsChanged event and call the same code,
everything works as expected.
Has anyone tried responding to a kEventControlBoundsChanged event and calling:
aglSetCurrentContext( mGLContext );
aglUpdateContext( mGLContext );
glViewport( 0, 0, mCamera.viewWidth, mCamera.viewHeight );
Perhaps the Window itself hasn’t finished changing it’s size when
kEventControlBoundsChanged is generated?
I am redrawing my content after calling aglUpdateContext.
I can provide any additional details you might require.
Also, I would like to be able to provide quality volume rendering with GB data
sets. However, based on some research, I understand this is not an easy thing
to accomplish. See: http://tinyurl.com/buxqo for a USENET thread on this topic.
The Volume Rendering SDK at http://fovia.com was recommended, but the SDK not
supported under MacOSX (although, this could change once Intel releases the
final version of its compiler for XCode).
I was wondering if anyone was aware of high quality volume rendering SDKs that I
could make use of from within XCode. All suggestions will be of interest.