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Opengl 4.6 function list11/13/2022 ![]() ![]() Your application needs a pixel format object to create a rendering context. The rendering context keeps track of state information that controls such things as drawing color, view and projection matrices, characteristics of light, and conventions used to pack pixels. ![]() Your application must handle this condition.Ĭreate a rendering context and bind the pixel format object to it. If an error occurs, your application may receive a NULL pixel format object. Choosing Renderer and Buffer Attributes discusses how to set up an attributes array that guarantees the system passes back a pixel format object that uses only that renderer. There may be situations for which you want to ensure that your program uses a specific renderer. The combinations are referred to as virtual screens. The returned pixel format object contains all possible combinations of renderers and displays available on the system that your program runs on and that meets the requirements specified by the attributes. Request, from the operating system, a pixel format object that encapsulates pixel storage information and the renderer and buffer attributes required by your application. For example, the all-renderers attribute is represented by the NSOpenGLPFAAllRenderers constant in Cocoa and the kCGLPFAAllRenderers constant in the CGL API. Set up the renderer and buffer attributes that support the OpenGL drawing you want to perform.Įach of the OpenGL APIs in OS X has its own set of constants that represent renderer and buffer attributes. To draw OpenGL content to a window or view using the NSOpenGL classes, you need to perform these tasks: To show the similarities between the two, this chapter discusses both the NSOpenGL classes and the CGL API. This object can be retrieved from the NSOpenGLContext when your application needs to reference it directly. ![]() While the CGL API is used by your applications only to create full-screen content, every NSOpenGLContext object contains a CGL context object. To draw your content to a view or a layer, your application uses the NSOpenGL classes from within the Cocoa application framework. (This chapter does not show how to use GLUT.) The first section describes the overall approach to drawing onscreen and provides an overview of the functions and methods used by each API. This chapter shows how to display OpenGL drawing onscreen using the APIs provided by OS X. Figure 2-1 OpenGL content in a Cocoa view Figure 2-1 shows a cube drawn to a Cocoa view. Without a windowing system, the 3D graphics of an OpenGL program are trapped inside the GPU. It doesn't provide any commands that interface with the windowing system of an operating system. The OpenGL programming interface provides hundreds of drawing commands that drive graphics hardware. To create high-performance code on GPUs, use the Metal framework instead. ![]()
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