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Changed the INativeGLWindow.CreateWindow interface to return an IGLContext instead of a GLContext.
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@ -71,7 +71,7 @@ namespace OpenTK
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//InputDriver input_driver;
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GLContext glContext;
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IGLContext glContext;
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#endregion
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@ -212,7 +212,7 @@ namespace OpenTK
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/// Returns the opengl IGLontext associated with the current GameWindow.
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/// Forces window creation.
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/// </summary>
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public GLContext Context
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public IGLContext Context
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{
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get
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{
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@ -17,7 +17,7 @@ namespace OpenTK.Platform
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/// </summary>
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interface INativeGLWindow : IResizable, IDisposable
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{
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void CreateWindow(DisplayMode mode, out GLContext context);
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void CreateWindow(DisplayMode mode, out IGLContext context);
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void DestroyWindow();
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void ProcessEvents();
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void PointToClient(ref System.Drawing.Point p);
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@ -277,9 +277,9 @@ namespace OpenTK.Platform.Windows
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#endregion
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#region public void CreateWindow(DisplayMode mode, out GLContext context)
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#region public void CreateWindow(DisplayMode mode, out IGLContext context)
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public void CreateWindow(DisplayMode windowMode, out GLContext context)
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public void CreateWindow(DisplayMode windowMode, out IGLContext context)
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{
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Debug.Print("Creating native window with mode: {0}", windowMode.ToString());
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Debug.Indent();
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@ -336,8 +336,13 @@ namespace OpenTK.Platform.Windows
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Functions.SetWindowPos(this.Handle, WindowPlacementOptions.TOP, Left, Top, cp.Width, cp.Height, SetWindowPosFlags.SHOWWINDOW);
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context = new GLContext(mode, window);
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context.CreateContext();
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//context = new GLContext(mode, window);
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//context.CreateContext();
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context = new WinGLContext();
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(context as IGLContextCreationHack).SetWindowHandle(window.Handle);
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(context as IGLContextCreationHack).SelectDisplayMode(mode, window);
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context.CreateContext(true, null);
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Debug.Unindent();
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}
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@ -334,7 +334,7 @@ namespace OpenTK.Platform.X11
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#endregion
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#region public void CreateWindow(DisplayMode mode, out GLContext glContext)
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#region public void CreateWindow(DisplayMode mode, out IGLContext glContext)
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/// <summary>
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/// Opens a new render window with the given DisplayMode.
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@ -347,7 +347,7 @@ namespace OpenTK.Platform.X11
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/// Colormap creation is currently disabled.
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/// </para>
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/// </remarks>
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public void CreateWindow(DisplayMode mode, out GLContext glContext)
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public void CreateWindow(DisplayMode mode, out IGLContext glContext)
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{
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if (exists)
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throw new ApplicationException("Render window already exists!");
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@ -355,12 +355,12 @@ namespace OpenTK.Platform.X11
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Debug.Print("Creating GameWindow with mode: {0}", mode != null ? mode.ToString() : "default");
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Debug.Indent();
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glContext = new GLContext(mode, window);
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glContext = new X11GLContext();
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(glContext as IGLContextCreationHack).SelectDisplayMode(mode, window);
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if (glContext == null)
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throw new ApplicationException("Could not create GLContext");
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Debug.Print("Created GLContext");
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window.VisualInfo = ((glContext as IGLContextInternal).Info as X11.WindowInfo).VisualInfo;
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window.VisualInfo = ((X11.WindowInfo)(glContext as IGLContextInternal).Info).VisualInfo;
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//window.VisualInfo = Marshal.PtrToStructure(Glx.ChooseVisual(window.Display, window.Screen,
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// Create a window on this display using the visual above
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