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Not entirely sure on your question, but in this example:


we initialise openGl rendering context with depth buffer, double buffering and RGBA pixel type. So you just pass in a bit mask of the type of window you want, you can add more to the above like GLUT_ALPHA for a window with desitnation alpha, and GLUT_STENCIL for a window stencil buffer.

here is a tutorial on glut, will prbably have more information you may need.

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