}
-#endif //TARGET_HOST_WINCE
+#endif /* TARGET_HOST_WINCE */
/*
* TODO BEFORE THE STABLE RELEASE:
if( checkOnly )
return GL_TRUE;
return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
-#endif //TARGET_HOST_WINCE
+#endif /* TARGET_HOST_WINCE */
}
#endif
fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
fgStructure.MenuContext->Context = glXCreateContext(
fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
/* window->Window.Context = fgStructure.MenuContext->Context; */
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
else if( fgState.UseCurrentContext )
if( ! window->Window.Context )
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
}
else
window->Window.Context = glXCreateContext(
fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT )
);
- if( fgState.ForceDirectContext &&
- !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
- fgError( "unable to force direct context rendering for window '%s'",
+#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
+ if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
+ {
+ if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
+ fgError( "Unable to force direct context rendering for window '%s'",
+ title );
+ else if( fgState.DirectContext == GLUT_TRY_DIRECT_CONTEXT )
+ fgWarning( "Unable to create direct context rendering for window '%s'\nThis may hurt performance.",
title );
+ }
+#endif
glXMakeCurrent(
fgDisplay.Display,
sizeHints.y = y;
sizeHints.width = w;
sizeHints.height = h;
-#endif //TARGET_HOST_WINCE
+#endif /* TARGET_HOST_WINCE */
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 +
GetSystemMetrics( SM_CYCAPTION );
}
-#endif //TARGET_HOST_WINCE
+#endif /* TARGET_HOST_WINCE */
if( ! fgState.Position.Use )
{
fgDisplay.Instance,
(LPVOID) window
);
-#endif TARGET_HOST_WINCE
+#endif /* TARGET_HOST_WINCE */
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
#else
ShowWindow( window->Window.Handle,
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
-#endif //TARGET_HOST_WINCE
+#endif /* TARGET_HOST_WINCE */
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */