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Revision 10 as of 2012-06-06 08:17:59

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SDL_GL_CreateContext

Use this function to create an OpenGL context for use with an OpenGL window, and make it current.

Syntax

SDL_GLContext SDL_GL_CreateContext(SDL_Window* window)

Function Parameters

window

the window to associate with the context

Return Value

Returns the OpenGL context associated with window.

Code Examples

#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
int main(int argc, char* argv[]){

  SDL_Init(SDL_INIT_VIDEO); // Init SDL2

  // Create a window. Window mode MUST include SDL_WINDOW_OPENGL for use with OpenGL.
  SDL_Window *window = SDL_CreateWindow(
    "SDL2/OpenGL Demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE
  );

  // Create an OpenGL context associated with the window.
  SDL_GLContext GLContext = SDL_GL_CreateContext(window);

  // Now, regular OpenGL functions ...
  glMatrixMode(GL_PROJECTION|GL_MODELVIEW);
  glLoadIdentity();
  glOrtho(-200,200,200,-200,0,1);

  // ... can be used alongside SDL2.
  SDL_Event e;
  while(e.type!=SDL_QUIT){  // Enter main loop.

    SDL_PollEvent(&e);      // Check for events.

    glClearColor(0,0,0,1);          // Draw with OpenGL.
    glClear(GL_COLOR_BUFFER_BIT);
    glRotatef(1.0,0.0,0.0,1.0);
    glBegin(GL_LINE_LOOP);
      glColor3f(1.0,0.0,0.0);   glVertex2f(   0,100);
      glColor3f(0.0,1.0,0.0);   glVertex2f( 100,-50);
      glColor3f(1.0,0.0,1.0);   glVertex2f(-100,-50);
    glEnd();


    // Swap the window/buffer to display the result.
    SDL_GL_SwapWindow(window);
    // Pause briefly before moving on to the next cycle.
    SDL_Delay(10);

  }


  // Once finished with OpenGL functions, the SDL_GLContext can be deleted.
  SDL_GL_DeleteContext(GLContext);

  // Close the window, clean-up and exit the program.
  SDL_DestroyWindow(window);
  SDL_Quit();
  return 0;

}

Remarks

Windows users new to OpenGL should note that, for historical reasons, GL functions added after OpenGL version 1.1 are not available by default. Those functions must be loaded at run-time, either with an OpenGL extension-handling library or with SDL_GL_GetProcAddress and its related functions.


CategoryAPI, CategoryVideo

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