void WindowRendererComponentGL::create(void) { createRenderContext(); bool success = mRenderContext->makeCurrent(); assert(success); }
bool OpenGLESRenderContext::openGraphicsScreen( void* ParentWindow, const dim::size2di &Resolution, const io::stringc &Title, s32 ColorDepth, bool isFullscreen, const SDeviceFlags &Flags) { return createRenderContext(ParentWindow, isGLES2_); }