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