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updated glew mx doc
git-svn-id: https://glew.svn.sourceforge.net/svnroot/glew/trunk/glew@252 783a27ee-832a-0410-bc00-9f386506c6dd
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@ -472,15 +472,26 @@ versions. To include multi-context support, you have to do the
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following:
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following:
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<ol>
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<ol>
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<li>Compile and use GLEW with the <tt>GLEW_MX</tt> preprocessor token defined.</li>
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<li>Compile and use GLEW with the <tt>GLEW_MX</tt> preprocessor token
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<li>Replace the global <tt>glewInit()</tt> call with <tt>glewContextInit(GLEWContext* ctx)</tt>. Note, that <tt>ctx</tt> has to reside in global or thread-local memory.</li>
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defined.</li>
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<li>Define the <tt>glewGetContext()</tt> macro or function that retrieves the GLEW context for the thread from which the OpenGL/WGL/GLX call is issued. The dispatch mechanism is primitive, but generic.</li>
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<li>For each rendering context, create a <tt>GLEWContext</tt> object
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that will be available as long as the rendering context exists.</li>
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<li>Define a macro or function called <tt>glewGetContext()</tt> that
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returns a pointer to the <tt>GLEWContext</tt> object associated with
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the rendering context from which OpenGL/WGL/GLX calls are
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issued. (This dispatch mechanism is primitive, but generic.)
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<li>Replace the global <tt>glewInit()</tt> call with
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<tt>glewContextInit(glewGetContext())</tt>. Note, that the
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<tt>GLEWContext</tt> pointer returned by <tt>glewGetContext()</tt> has
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to reside in global or thread-local memory. Also, remember to call
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<tt>glewContextInit</tt> after creating the <tt>GLEWContext</tt> object
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in each rendering context.
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</ol>
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</ol>
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<p> Note that according to <a
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<p>Note that according to <a
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href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6yer.asp">WGL
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href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6yer.asp">WGL
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documentation</a>, you have to initialize the entry points for every
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documentation</a>, you have to initialize the entry points for every
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rendering context you create using pixel formats with different
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rendering context you create that use pixel formats with different
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capabilities (for example the pixel formats provided by the generic
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capabilities (for example the pixel formats provided by the generic
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software OpenGL implementation by Microsoft vs. the hardware
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software OpenGL implementation by Microsoft vs. the hardware
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accelerated pixel formats). <b>GLEW by default ignores this
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accelerated pixel formats). <b>GLEW by default ignores this
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@ -492,7 +503,7 @@ same entry points and capabilities (and why would anyone want to use
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the software renderer when hardware acceleration is available?). This
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the software renderer when hardware acceleration is available?). This
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means that unless you use the multi-context version of GLEW, you need
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means that unless you use the multi-context version of GLEW, you need
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to call <tt>glewInit()</tt> only once in your program, or more
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to call <tt>glewInit()</tt> only once in your program, or more
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precisely, once per process.
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precisely, once per process.</p>
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<p>
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<p>
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