Update a window with OpenGL rendering.
void SDL_GL_SwapWindow(SDL_Window * window);
the window to change
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.
"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);