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author | Sven Gothel <[email protected]> | 2012-01-09 03:51:35 +0100 |
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committer | Sven Gothel <[email protected]> | 2012-01-09 03:51:35 +0100 |
commit | c49d29784986b1945343b9a90b5e0c9f3d95d937 (patch) | |
tree | 96f7b12b4e230555b199235a7981ff82e3203f37 /doc/NEWT.txt | |
parent | 9e61d4529143ff3f6de15ce55f8e8747f67a86c9 (diff) |
Dispatch the '5' GDI/WGL functions and allow using their 'wgl' variants. GDI is the default.
The following 5 GDI functions have their 'wgl' counterparts
which 'shall' being used in case the OpenGL DLL is being loaded dynamically.
(So reads the documentation & FAQ).
This seems to be required only in case the std. opengl32.dll is not being used.
This use case is called GDI/ICD.
If using a non std. OpenGL DLL, is called MCD.
We dynamically load the OpenGL DLL and fetch the address pointer.
Since we generally use the std. opengl32.dll, our use of the GDI callbacks
seems to be legal. However, to test using the 'wgl' method WGLUtil is introduced.
You can test using the 'wgl' variants
by defining the property: 'jogl.windows.useWGLVersionOf5WGLGDIFuncSet'.
In case you have troubles, ie crashes within pixelformat setup etc,
it might be interesting if this may impact your behavior.
- ChoosePixelFormat(long, PIXELFORMATDESCRIPTOR)
- DescribePixelFormat(long, int, int, PIXELFORMATDESCRIPTOR)
- GetPixelFormat(long)
- SetPixelFormat(long, int, PIXELFORMATDESCRIPTOR)
- SwapBuffers(long)
Diffstat (limited to 'doc/NEWT.txt')
0 files changed, 0 insertions, 0 deletions