Mercurial > sdl-ios-xcode
view test/testnative.h @ 3100:7dc982143c06
Date: Sun, 22 Mar 2009 12:52:29 +0000
From: Luke Benstead
Subject: OpenGL 3.0 Context Creation
I've attached a patch which implements OpenGL 3.x context creation on
the latest SVN. I've added two options to SDL_GL_SetAttribute, these
are SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION.
These default to 2 and 1 respectively. If the major version is less
than 3 then the current context creation method is used, otherwise the
appropriate new context creation function is called (depending on the
platform).
Sample code:
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //Without these 2 lines, SDL will create a GL 2.x context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL | SDL_FULLSCREEN );
I've implemented context creation on both Win32 and X and run basic
tests on both. This patch doesn't provide access to all the options
allowed by the new context creation (e.g. shared contexts, forward
compatible contexts) but they can be added pretty easily.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Mar 2009 10:43:53 +0000 |
parents | 94dd49f6b005 |
children | e8916fe9cfc8 |
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/* Definitions for platform dependent windowing functions to test SDL integration with native windows */ #include "SDL.h" /* This header includes all the necessary system headers for native windows */ #include "SDL_syswm.h" typedef struct { const char *tag; void *(*CreateNativeWindow) (int w, int h); void (*DestroyNativeWindow) (void *window); } NativeWindowFactory; #ifdef SDL_VIDEO_DRIVER_WIN32 #define TEST_NATIVE_WIN32 extern NativeWindowFactory Win32WindowFactory; #endif #ifdef SDL_VIDEO_DRIVER_X11 #define TEST_NATIVE_X11 extern NativeWindowFactory X11WindowFactory; #endif #ifdef SDL_VIDEO_DRIVER_COCOA /* Actually, we don't really do this, since it involves adding Objective C support to the build system, which is a little tricky. You can uncomment it manually though and link testnativecocoa.m into the test application. */ #if 1 #define TEST_NATIVE_COCOA extern NativeWindowFactory CocoaWindowFactory; #endif #endif