int result; /* Not checked */\r
\r
if( fgStructure.CurrentWindow )\r
- result = glXGetFBConfigAttrib( fgDisplay.Display,\r
- *(fgStructure.CurrentWindow->Window.FBConfig),\r
+ result = glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,\r
+ *(fgStructure.CurrentWindow->Window.pContext.FBConfig),\r
attribute,\r
&returnValue );\r
\r
return returnValue;\r
}\r
\r
-static int fgPlatformGlutGet ( GLenum eWhat )\r
+int fgPlatformGlutGet ( GLenum eWhat )\r
{\r
int nsamples = 0;\r
\r
else\r
{\r
const GLXFBConfig * fbconfig =\r
- fgStructure.CurrentWindow->Window.FBConfig;\r
+ fgStructure.CurrentWindow->Window.pContext.FBConfig;\r
\r
XVisualInfo * visualInfo =\r
- glXGetVisualFromFBConfig( fgDisplay.Display, *fbconfig );\r
+ glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display, *fbconfig );\r
\r
const int result = visualInfo->visual->map_entries;\r
\r
return 0;\r
\r
XTranslateCoordinates(\r
- fgDisplay.Display,\r
+ fgDisplay.pDisplay.Display,\r
fgStructure.CurrentWindow->Window.Handle,\r
- fgDisplay.RootWindow,\r
+ fgDisplay.pDisplay.RootWindow,\r
0, 0, &x, &y, &w);\r
\r
switch ( eWhat )\r
if ( w == 0 )\r
return 0;\r
XTranslateCoordinates(\r
- fgDisplay.Display,\r
+ fgDisplay.pDisplay.Display,\r
fgStructure.CurrentWindow->Window.Handle,\r
w, 0, 0, &x, &y, &w);\r
\r
if( fgStructure.CurrentWindow == NULL )\r
return 0;\r
XGetWindowAttributes(\r
- fgDisplay.Display,\r
+ fgDisplay.pDisplay.Display,\r
fgStructure.CurrentWindow->Window.Handle,\r
&winAttributes\r
);\r
}\r
\r
\r
-static int fgPlatformGlutDeviceGet ( GLenum eWhat )\r
+int fgPlatformGlutDeviceGet ( GLenum eWhat )\r
{\r
switch( eWhat )\r
{\r
*/\r
{\r
unsigned char map;\r
- int nbuttons = XGetPointerMapping(fgDisplay.Display, &map,0);\r
+ int nbuttons = XGetPointerMapping(fgDisplay.pDisplay.Display, &map,0);\r
return nbuttons;\r
}\r
\r
break;\r
}\r
\r
- fbconfigArray = glXChooseFBConfig(fgDisplay.Display,\r
- fgDisplay.Screen,\r
+ fbconfigArray = glXChooseFBConfig(fgDisplay.pDisplay.Display,\r
+ fgDisplay.pDisplay.Screen,\r
attributes,\r
&fbconfigArraySize);\r
\r
{\r
int value;\r
\r
- result = glXGetFBConfigAttrib(fgDisplay.Display,\r
+ result = glXGetFBConfigAttrib(fgDisplay.pDisplay.Display,\r
fbconfigArray[i],\r
attribute_name,\r
&value);\r