view docs/html/sdlglattr.html @ 3846:66fb40445587 SDL-ryan-multiple-audio-device

Removed distinction between "available" and "init" in audio backends, since both had to be checked for success as a pair at the higher level and several of the Available methods were just always-succeed placeholders anyhow. Now the availability check is done in the init code, and the higher level tries all possible drivers until one manages to initialize successfully.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 17 Oct 2006 09:09:21 +0000
parents 355632dca928
children
line wrap: on
line source

<HTML
><HEAD
><TITLE
>SDL_GLattr</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="Video"
HREF="video.html"><LINK
REL="PREVIOUS"
TITLE="SDL_FreeYUVOverlay"
HREF="sdlfreeyuvoverlay.html"><LINK
REL="NEXT"
TITLE="SDL_Rect"
HREF="sdlrect.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlfreeyuvoverlay.html"
ACCESSKEY="P"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlrect.html"
ACCESSKEY="N"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLGLATTR"
></A
>SDL_GLattr</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2971"
></A
><H2
>Name</H2
>SDL_GLattr&nbsp;--&nbsp;SDL GL Attributes</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2974"
></A
><H2
>Attributes</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN2976"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_RED_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer red component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_GREEN_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer green component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_BLUE_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer blue component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ALPHA_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer alpha component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_DOUBLEBUFFER</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>0 or 1, enable or disable double buffering</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_BUFFER_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_DEPTH_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the depth buffer, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_STENCIL_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the stencil buffer, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_RED_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the accumulation buffer red component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_GREEN_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the accumulation buffer green component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_BLUE_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the accumulation buffer blue component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_ALPHA_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the accumulation buffer alpha component, in bits</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3027"
></A
><H2
>Description</H2
><P
>While you can set most OpenGL attributes normally, the attributes list above must be known <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>before</I
></SPAN
> SDL sets the video mode. These attributes a set and read with <A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
> and <A
HREF="sdlglgetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetAttribute</TT
></A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3035"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
>,
<A
HREF="sdlglgetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetAttribute</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlfreeyuvoverlay.html"
ACCESSKEY="P"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
ACCESSKEY="H"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlrect.html"
ACCESSKEY="N"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_FreeYUVOverlay</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="video.html"
ACCESSKEY="U"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_Rect</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>