void Render_OpenGL31::set_SDL_settings() { SDL_GL_ResetAttributes(); // Enabling double buffer, setting up colors... SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);//3 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);//1 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); //for GL 3.1 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); //SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);//FOR GL 2.1 //SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); // SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2); // SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0); //SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); }
/* * SDL.glResetAttributes() * * Returns: * true on success; false if the function is not available */ static int l_glResetAttributes(lua_State *L) { if (!SDL_VERSION_ATLEAST(2, 0, 2)) return commonPush(L, "b", 0); SDL_GL_ResetAttributes(); return commonPush(L, "b", 1); }
void Render_SW_SDL::set_SDL_settings() { SDL_GL_ResetAttributes(); }