> I was hoping that fltk supported some sort of layered window concept
> but it sounds like it doesn't.
No, not really. Fltk has always aimed more for the "fast and light" end of the game; compositing tends to be neither of these...
> I know that windows 7 has the concept of
> compositing but I doubt fltk exposes that.
I'm not even sure that compositing in the WM would help here. But you could certainly give it a try.
There was code posted in this list fairly recently, showing how to set a window alpha.
It used a bit of platform specific code for each of Win32, X11 and OSX to adjust the alpha of the window (once it was shown) so that it was relatively transparent to objects beneath it.
I played about with that code a bit, and it works pretty well, so may well be worth a try.
However... in my tests I was using "normal" windows, which the WM knows all about and is "responsible" for rendering the drawn regions.
I'm not sure whether the same trick would work to adjust the alpha of a region that was rendered by the GL context?
It might be "outside the control" of the WM I suppose?
It might even depend on how a given GPU driver integrates with the WM I guess?
Still, certainly worth a try... If it does work, that might be an easy win.
Look for a thread titled:
"How can I make a window transparent in OS X and Linux? (Windows already works)" dated around about late October / early November of 2014 and see if that's any use to you. Towards the end of the thread, there are samples of working code for each host, including Win7.
But whether it works for a GL context I can not say...
> I will try your last suggestion to see if that might present any
> possibilities for me to get this to work. As you suggested, perhaps
> some sort of frame buffer object approach might work.
Yes, I was imagining that if you can get it to render into an FBO, that might serve as a basis for drawing your other content on top and...
> I did try embedding the other application's video into the Fl_gl_window
> but things flickered like crazy due to the double buffering of the
> window.
Indeed; also, I guess it might be very sensitive to what frame rate your underlying window delivers.
It is a tricky one...
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