Update a window with OpenGL rendering.
int SDL_GL_SwapWindow(SDL_Window *window);
|window||the window to change|
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
This is used with double-buffered OpenGL contexts, which are the default.
On macOS, make sure you bind 0 to the draw framebuffer before swapping the window, otherwise nothing will happen. If you aren't using glBindFramebuffer(), this is the default and you won't have to do anything extra.
This function is available since SDL 3.0.0.
"SDL2/OpenGL Demo", 30, 30, 640, 480, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); SDL_Window* window = SDL_CreateWindow( /* Create an OpenGL context associated with the window. */ SDL_GLContext glcontext = SDL_GL_CreateContext(window); /* This makes our buffer swap syncronized with the monitor's vertical refresh */ 1); SDL_GL_SetSwapInterval( /* Clear context */ 0,0,0,1); glClearColor( glClear(GL_COLOR_BUFFER_BIT); /* <Extra drawing functions here> */ /* Swap our buffer to display the current contents of buffer on screen */ SDL_GL_SwapWindow(window);