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sab3156

RC and DC

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When I started OpenGL with NeHe''s tutorials, I just ignored them as something that is for windows. I say that you can just copy and paste that code because it is essentially the same for all projects ever made.

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The device context is a way that the windows program refers to the device you are attaching to. Could it possibly get any more vague? Another way of explaining it is through the device context you would be able to access simple graphics functions like those within GDI, and affect the display in various ways simply by using the device context as a parameter.

The rendering context, which is created after the device context, and uses the device context as a parameter in its creation, is the pathway through which OpenGL refers to whatever resources are required to render 3D scenes.

Other than that, you can pretty much ignore them. You create them in the beginning, and get rid of them in the end. OpenGL does the rest.

[edited by - Waverider on November 5, 2002 1:44:16 PM]

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