view docs/html/sdlglattr.html @ 4215:d83830711a5b SDL-1.2

Fixed bug #615 Scott McCreary 2008-08-21 10:48:14 PDT This patch adds support for Haiku. http://ports.haiku-files.org/browser/haikuports/trunk/media-libs/libsdl/SDL-1.2.13-haiku.diff Haiku is an open-source recreation of BeOS. It has better POSIX compliance than beOS did, and other improved features, which in some cases causes us to have to "undo" previous BeOS workarounds. Here's our port log entry for it, showing the steps to force the changes into configure and Makefile: http://ports.haiku-files.org/wiki/media-libs/libsdl/1.2.13/1 Note that this was only tried on 1.2.13 stable so far. Haiku is using a newer config.guess / config.sub that doesn't yet seem to be in the released libtool, so we are having to copy it in for now. http://haiku-files.org/files/optional-packages/
author Sam Lantinga <slouken@libsdl.org>
date Mon, 21 Sep 2009 09:18:42 +0000
parents 355632dca928
children
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><H1
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>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
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><TD
ALIGN="LEFT"
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><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"
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><TT
CLASS="LITERAL"
>SDL_GL_BLUE_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer blue component, in bits</TD
></TR
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><TD
ALIGN="LEFT"
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><TT
CLASS="LITERAL"
>SDL_GL_ALPHA_SIZE</TT
></TD
><TD
ALIGN="LEFT"
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>Size of the framebuffer alpha component, in bits</TD
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><TR
><TD
ALIGN="LEFT"
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><TT
CLASS="LITERAL"
>SDL_GL_DOUBLEBUFFER</TT
></TD
><TD
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>0 or 1, enable or disable double buffering</TD
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><TR
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VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_BUFFER_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer, in bits</TD
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><TD
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><TT
CLASS="LITERAL"
>SDL_GL_DEPTH_SIZE</TT
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>Size of the depth buffer, in bits</TD
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><TT
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>SDL_GL_STENCIL_SIZE</TT
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>Size of the stencil buffer, in bits</TD
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><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_RED_SIZE</TT
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><TD
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>Size of the accumulation buffer red component, in bits</TD
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><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_GREEN_SIZE</TT
></TD
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>Size of the accumulation buffer green component, in bits</TD
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><TR
><TD
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><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_BLUE_SIZE</TT
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>Size of the accumulation buffer blue component, in bits</TD
></TR
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><TD
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><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_ALPHA_SIZE</TT
></TD
><TD
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>Size of the accumulation buffer alpha component, in bits</TD
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><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
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><H2
>See Also</H2
><P
><A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
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>,
<A
HREF="sdlglgetattribute.html"
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>SDL_GL_GetAttribute</TT
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