Update a window with OpenGL rendering.
Defined in <SDL3/SDL_video.h>
bool SDL_GL_SwapWindow(SDL_Window *window);
SDL_Window * | window | the window to change. |
(bool) Returns true on success or false 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 should only be called on the main thread.
This function is available since SDL 3.1.3.
"SDL3/OpenGL Demo", 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);