\twocolitem{\windowstyle{WX\_GL\_LEVEL}}{0 for main buffer, >0 for overlay, <0 for underlay}
\twocolitem{\windowstyle{WX\_GL\_DOUBLEBUFFER}}{Use doublebuffer}
\twocolitem{\windowstyle{WX\_GL\_STEREO}}{Use stereoscopic display}
-\twocolitem{\windowstyle{WX\_GL\_AUX\_BUFFERS}}{Number of auxiliary buffers (not all implementation support this option)}
+\twocolitem{\windowstyle{WX\_GL\_AUX\_BUFFERS}}{Number of auxiliary buffers (not all implementations support this option)}
\twocolitem{\windowstyle{WX\_GL\_MIN\_RED}}{Use red buffer with most bits (> MIN\_RED bits)}
\twocolitem{\windowstyle{WX\_GL\_MIN\_GREEN}}{Use green buffer with most bits (> MIN\_GREEN bits) }
\twocolitem{\windowstyle{WX\_GL\_MIN\_BLUE}}{Use blue buffer with most bits (> MIN\_BLUE bits) }
\membersection{wxGLCanvas::SetCurrent}\label{wxglcanvassetcurrent}
-\func{void}{SetCurrent}{ \param{const wxGLContext&}{ context} }
+\func{bool}{SetCurrent}{ \param{const wxGLContext&}{ context} }
Makes the OpenGL state that is represented by the OpenGL rendering context
\arg{context} current, i.e. it will be used by all subsequent OpenGL calls.
in particular it can't usually be called from the constructor as the window
isn't yet shown at this moment.
+Returns \false if an error occurred.
+
\membersection{wxGLCanvas::SetColour}\label{wxglcanvassetcolour}
\membersection{wxGLCanvas::SwapBuffers}\label{wxglcanvasswapbuffers}
-\func{void}{SwapBuffers}{\void}
+\func{bool}{SwapBuffers}{\void}
Swaps the double-buffer of this window, making the back-buffer the front-buffer and vice versa,
so that the output of the previous OpenGL commands is displayed on the window.
+Returns \false if an error occurred.
+