Mercurial > sdl-ios-xcode
view docs/html/sdlglattr.html @ 3261:72b542f34739
The new, cleaner, version of the atomic operations. The dummy code is what you should start working with to port atomic ops.
The linux code appears to be complete and *should* be the base of all Unix and GCC based versions. The macosx and win32 versions
are currently just copies of the dummy code. I will begin working on the windows version as soon as this check in is done. I
need someone to work on the Mac OS X version.
I'm afraid that this check in will break QNX (Sorry!)
author | Bob Pendleton <bob@pendleton.com> |
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date | Thu, 17 Sep 2009 20:35:12 +0000 |
parents | 355632dca928 |
children |
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<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 -- 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 >