
removed footer date for the time being (to prevent too much changes in documentation) implemented cleaning of GLUT bitmap font lists removed unused function in uicontext class renamed chm file added missing documentation back in nvcontext.xml git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@2254 8e941d3f-bd1b-0410-a28a-d453659cc2b4
43 lines
1.9 KiB
HTML
43 lines
1.9 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
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<title>Reference for unit 'nvGlutContext'</title>
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<link rel="stylesheet" href="../fpdoc.css" type="text/css">
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<table class="bar" width="100%" border="0" cellpadding="4" cellspacing="0">
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<td><b>[Overview][<a href="../nvglutcontext/index-4.html">Classes</a>][<a href="../nvglutcontext/index-8.html">Index</a>]</b></td>
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<td align="right"><span class="bartitle">Reference for unit 'nvGlutContext' (<a href="../index.html">#nvidia-widgets</a>)</span></td>
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<h1>Reference for unit 'nvGlutContext'</h1>
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<p>GLut adaptor class</p>
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<table cellpadding="0" cellspacing="0">
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<tr>
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<td><p><tt><span class="code"><span class="kw">uses</span></span></tt></p></td>
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<tr>
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<td valign="top"><p><tt><span class="code"> System<span class="sym">,</span> </span></tt></p></td>
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<tr>
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<td valign="top"><p><tt><span class="code"> SysUtils<span class="sym">,</span> </span></tt></p></td>
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<tr>
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<td valign="top"><p><tt><span class="code"> <a href="../nvcontext/index.html">nvContext</a><span class="sym">,</span> </span></tt></p></td>
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<td><p> </p></td>
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<td><p class="cmt">User Interface library</p></td>
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</tr>
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<tr>
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<td valign="top"><p><tt><span class="code"> <a href="../nvtypes/index.html">nvTypes</a><span class="sym">;</span> </span></tt></p></td>
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<td><p> </p></td>
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<td><p class="cmt">Base types and constants</p></td>
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</table>
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<h2>Overview</h2>
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<p>Adaptor classes to integrate the nvWidgets UI library with the GLUT windowing toolkit. The adaptors convert native GLUT UI data to native nvWidgets data. All adaptor classes are implemented as in-line code in this header. The adaptor defaults to using the standard OpenGL painter implementation.</p>
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