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.
This commit is contained in:
Stefanos A 2013-12-17 16:39:45 +01:00
parent 234c15e9c9
commit 1c8e7bc993

View file

@ -389,13 +389,13 @@ namespace OpenTK.Platform.Windows
} }
PixelFormatDescriptor pfd = new PixelFormatDescriptor(); PixelFormatDescriptor pfd = new PixelFormatDescriptor();
Functions.DescribePixelFormat( Wgl.DescribePixelFormat(
window.DeviceContext, (int)mode.Index.Value, window.DeviceContext, (int)mode.Index.Value,
API.PixelFormatDescriptorSize, ref pfd); API.PixelFormatDescriptorSize, ref pfd);
Debug.WriteLine(mode.Index.ToString()); 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( throw new GraphicsContextException(String.Format(
"Requested GraphicsMode not available. SetPixelFormat error: {0}", "Requested GraphicsMode not available. SetPixelFormat error: {0}",