From 1c8e7bc9931ef9c89e003f4c36b04eb5b7724d3c Mon Sep 17 00:00:00 2001 From: Stefanos A Date: Tue, 17 Dec 2013 16:39:45 +0100 Subject: [PATCH] Use opengl32 instead of gdi32 throughout Since we are dynamically loading opengl32.dll, we are supposed to use the wgl version of functions that exist in both opengl32 and gdi32 dlls. --- Source/OpenTK/Platform/Windows/WinGLContext.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/OpenTK/Platform/Windows/WinGLContext.cs b/Source/OpenTK/Platform/Windows/WinGLContext.cs index e431ae6b..a534d929 100644 --- a/Source/OpenTK/Platform/Windows/WinGLContext.cs +++ b/Source/OpenTK/Platform/Windows/WinGLContext.cs @@ -389,13 +389,13 @@ namespace OpenTK.Platform.Windows } PixelFormatDescriptor pfd = new PixelFormatDescriptor(); - Functions.DescribePixelFormat( + Wgl.DescribePixelFormat( window.DeviceContext, (int)mode.Index.Value, API.PixelFormatDescriptorSize, ref pfd); Debug.WriteLine(mode.Index.ToString()); - if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd)) + if (!Wgl.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd)) { throw new GraphicsContextException(String.Format( "Requested GraphicsMode not available. SetPixelFormat error: {0}",