Jump to content
  • Advertisement
Sign in to follow this  
trexmaster78

Setting up a GL3 context with SDL

This topic is 3667 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I was wondering how do you set up an OpenGL 3.0 rendering context with SDL v1.2.x (I know it'll be taken care of by SDL 1.3.x, but that isn't available yet) ? As far as I know, here's what I'd do : - create the window with SDL_SetVideoMode() - get the window handle with GetActiveWindow() - get the context handle with GetDC() - (re)init the context in GL3 mode with wglCreateContextAttribsARB() - maybe make it the current rendering context with wglMakeContextCurrentARB() Which would give something like that :
SDL_SetVideoMode (width, height, 32, SDL_HWSURFACE|SDL_OPENGL);
HDC context = GetDC(GetActiveWindow());
int attribs []= {
		 WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
		 WGL_CONTEXT_MINOR_VERSION_ARB, 0,
		 WGL_CONTEXT_FLAGS_ARB, 0, 0
                };
HGLRC GL_context = wglCreateContextAttribsARB(context, 0, attribs);
wglMakeContextCurrentARB (context, context, GL_context);

Should this work ?

Share this post


Link to post
Share on other sites
Advertisement
SDL manages the device context for you. You're trying to bypass SDL using WGL, but I think SDL uses WGL itself. (don't quote me on that)
This is how I setup video:

bool setVideoMode()
{
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 8);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
//SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1);

log_write("+ Vertical-Sync: %d", SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, vertical_sync));

if( render::isFullscreen() )
v_flags = SDL_OPENGL | SDL_FULLSCREEN;
else
v_flags = SDL_OPENGL /* | SDL_RESIZABLE*/;

if( SDL_VideoModeOK(render::getWidth(), render::getHeight(), v_bpp, v_flags) != 0 )
{
if(v_screen) SDL_FreeSurface(v_screen);
v_screen = SDL_SetVideoMode(render::getWidth(), render::getHeight(), v_bpp, v_flags);

if(render::isFullscreen()==true && (v_screen->flags==SDL_OPENGL || SDL_FULLSCREEN))
log_write("+ Going fullscreen...");
else
if(render::isFullscreen()==false && v_screen->flags==SDL_OPENGL /* || SDL_RESIZABLE*/)
log_write("+ Going to window mode...");

if(v_screen==NULL)
{
log_write("!!! Video FAILED: (%dx%dx%d): %s" , render::getWidth(), render::getHeight(), v_bpp, SDL_GetError());
return false;
}
else
log_write("+ Video: (%dx%dx%d)", render::getWidth(), render::getHeight(), v_bpp);
}
else
{
log_write("!!! Video mode not available: (%d)x(%d)x(%d)", render::getWidth(), render::getHeight(), v_bpp);
return false;
}
// Information about the current video settings.
v_info = SDL_GetVideoInfo();
return true;
}




If you need the rendering context or window handle try:

SDL_SysWMinfo info;
SDL_VERSION(&info.version); // this must be called before the winfo info is available
SDL_GetWMInfo(&info); //fill the info struct



Hope that helps.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!