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author Ryan C. Gordon <icculus@icculus.org>
date Mon, 01 Dec 2008 09:09:31 +0000
parents 355632dca928
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>SDL_GL_LoadLibrary</TITLE
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><H1
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>SDL_GL_LoadLibrary</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2648"
></A
><H2
>Name</H2
>SDL_GL_LoadLibrary&nbsp;--&nbsp;Specify an OpenGL library</DIV
><DIV
CLASS="REFSYNOPSISDIV"
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><H2
>Synopsis</H2
><DIV
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><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_GL_LoadLibrary</B
></CODE
>(const char *path);</CODE
></P
><P
></P
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><DIV
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><A
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></A
><H2
>Description</H2
><P
>If you wish, you may load the OpenGL library at runtime, this must be done before <A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
> is called. The <TT
CLASS="PARAMETER"
><I
>path</I
></TT
> of the GL library is passed to <TT
CLASS="FUNCTION"
>SDL_GL_LoadLibrary</TT
> and it returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error. You must then use <A
HREF="sdlglgetprocaddress.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetProcAddress</TT
></A
> to retrieve function pointers to GL functions.</P
></DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdlglgetprocaddress.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetProcAddress</TT
></A
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