WX_GL_MIN_ACCUM_BLUE, // use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
WX_GL_MIN_ACCUM_ALPHA, // use alpha buffer with most bits (> MIN_ACCUM_ALPHA bits)
WX_GL_SAMPLE_BUFFERS, // 1 for multisampling support (antialiasing)
- WX_GL_SAMPLES // 4 for 2x2 antialising supersampling on most graphics cards
+ WX_GL_SAMPLES // 4 for 2x2 antialiasing supersampling on most graphics cards
};
#define wxGLCanvasName wxT("GLCanvas")
// check if the given attributes are supported without creating a canvas
static bool IsDisplaySupported(const int *attribList);
+#if wxUSE_PALETTE
const wxPalette *GetPalette() const { return &m_palette; }
+#endif // wxUSE_PALETTE
// miscellaneous helper functions
// ------------------------------
-#ifndef wxHAS_OPENGL_ES
// call glcolor() for the colour with the given name, return false if
// colour not found
bool SetColour(const wxString& colour);
-#endif
// return true if the extension with given name is supported
//
#ifdef __WXUNIVERSAL__
// resolve the conflict with wxWindowUniv::SetCurrent()
- virtual bool SetCurrent(bool doit) { return wxWindow::SetCurrent(doit); };
+ virtual bool SetCurrent(bool doit) { return wxWindow::SetCurrent(doit); }
#endif
protected:
// (currently only implemented in wxX11 and wxMotif ports)
virtual int GetColourIndex(const wxColour& WXUNUSED(col)) { return -1; }
- // create default palette if we're not using RGBA mode
- // (not supported in most ports)
- virtual wxPalette CreateDefaultPalette() { return wxNullPalette; }
-
// check if the given extension name is present in the space-separated list
// of extensions supported by the current implementation such as returned
// by glXQueryExtensionsString() or glGetString(GL_EXTENSIONS)
static bool IsExtensionInList(const char *list, const char *extension);
+#if wxUSE_PALETTE
+ // create default palette if we're not using RGBA mode
+ // (not supported in most ports)
+ virtual wxPalette CreateDefaultPalette() { return wxNullPalette; }
+
wxPalette m_palette;
+#endif // wxUSE_PALETTE
#if WXWIN_COMPATIBILITY_2_8
wxGLContext *m_glContext;
wxGLAPI();
~wxGLAPI();
+ static void glFrustum(GLfloat left, GLfloat right, GLfloat bottom,
+ GLfloat top, GLfloat zNear, GLfloat zFar);
static void glBegin(GLenum mode);
static void glTexCoord2f(GLfloat s, GLfloat t);
static void glVertex3f(GLfloat x, GLfloat y, GLfloat z);