OpenGL Distilled
As a platform-independent API, OpenGL leaves framebuffer and state management up to the underlying window system. The window system determines how the final rendered image appears in the presence of overlapping windows. It also provides access to several framebuffer configurations. If the window system is network transparent, it provides local and remote access to OpenGL rendering contexts. Although GLUT is an excellent tool for developing small platform-independent demos, it has its limitations. Most notably, it limits the application to one rendering context per window. Applications often use multiple rendering contexts, and share OpenGL objects and display lists between them. To access this functionality, you'll need to write platform-specific code. This chapter leaves GLUT behind and describes the platform-specific interfaces for three popular OpenGL runtime environments. What You'll Learn
Topics covered in this chapter include the following:
What You Won't Learn
This chapter omits the following information:
Covering interfaces for all platforms is outside the scope of this book. One noteworthy omission is EGL, designed to be implemented on a variety of platforms and currently available in many embedded systems for use with OpenGL ES. Obtain the EGL spec from the OpenGL Web site. See the platform-specific documentation for information on the topics not covered in this chapter. |
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