#endif
/*
- * Sets the OpenGL context and the fgStructure "Current Window" pointer to the window
- * structure passed in.
+ * Sets the OpenGL context and the fgStructure "Current Window" pointer to
+ * the window structure passed in.
*/
void fgSetWindow ( SFG_Window *window )
{
#if TARGET_HOST_UNIX_X11
- if ( window )
- {
- /*
- * Make the selected window's GLX context the current one
- */
- glXMakeCurrent(
- fgDisplay.Display,
- window->Window.Handle,
- window->Window.Context
- );
- }
+ if ( window )
+ glXMakeCurrent(
+ fgDisplay.Display,
+ window->Window.Handle,
+ window->Window.Context
+ );
#elif TARGET_HOST_WIN32
- /*
- * Release the previous' context's device context
- */
- if( fgStructure.Window != NULL )
- ReleaseDC( fgStructure.Window->Window.Handle, fgStructure.Window->Window.Device );
-
- if ( window )
- {
- /*
- * We will care about releasing the device context later
- */
- window->Window.Device = GetDC( window->Window.Handle );
-
- /*
- * Set the new current context:
- */
- wglMakeCurrent(
- window->Window.Device,
- window->Window.Context
+ if( fgStructure.Window )
+ ReleaseDC( fgStructure.Window->Window.Handle,
+ fgStructure.Window->Window.Device );
+
+ if ( window )
+ {
+ window->Window.Device = GetDC( window->Window.Handle );
+ wglMakeCurrent(
+ window->Window.Device,
+ window->Window.Context
);
- }
+ }
#endif
-
- /*
- * Remember that we have changed the current window state
- */
fgStructure.Window = window;
}