Your application will then initiate the event loop, which contains an important set of tasks that need to be completed over and over again until the window closes. You start by specifying the properties of the game window, such as the title and the size and the properties of the OpenGL context, like the anti-aliasing level. While the available libraries out there all have advantages and disadvantages, they do all have a certain program flow in common. Luckily there are libraries out there that abstract this process, so that you can maintain the same codebase for all supported platforms. That means it is done differently on every platform out there! Developing applications using OpenGL is all about being portable, so this is the last thing we need. The problem is that creating a window and an OpenGL context is not part of the OpenGL specification. When your application closes, the OpenGL context is destroyed and everything is cleaned up. This is done by creating an OpenGL context, which is essentially a state machine that stores all data related to the rendering of your application. Before you can start drawing things, you need to initialize OpenGL.
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