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/* MesaGL32.h */ #ifndef MESAGL32_H #define MESAGL32_H #ifdef __cplusplus extern "C" { #endif #include <windows.h> #include "\mesa127\include\gl\gl.h" /* * This is the WMesa context 'handle': */ typedef struct wmesa_context *WMesaContext; /* */ #ifdef MESAGL32_C #define DLLEXPORT #else #define DLLEXPORT #endif /* * Create a new WMesaContext for rendering into a window. You must * have already created the window of correct visual type and with an * appropriate colormap. * * Input: * hWnd - Window handle * Pal - Palette to use * rgb_flag - GL_TRUE = RGB mode, * GL_FALSE = color index mode * db_flag - GL_TRUE = double-buffered, * GL_FALSE = single buffered * * Note: Indexed mode requires double buffering under Windows. * * Return: a WMesa_context or NULL if error. */ DLLEXPORT APIENTRY WMesaContext WMesaCreateContext(HWND hWnd,HPALETTE Pal, GLboolean rgb_flag,GLboolean db_flag); /* * Destroy a rendering context as returned by WMesaCreateContext() */ DLLEXPORT APIENTRY void WMesaDestroyContext( WMesaContext ctx ); /* * Make the specified context the current one. */ DLLEXPORT APIENTRY void WMesaMakeCurrent( WMesaContext ctx ); /* * Return a handle to the current context. */ DLLEXPORT APIENTRY WMesaContext WMesaGetCurrentContext( void ); /* * Swap the front and back buffers for the current context. No action * taken if the context is not double buffered. */ DLLEXPORT APIENTRY void WMesaSwapBuffers(void); /* * In indexed color mode we need to know when the palette changes. */ DLLEXPORT APIENTRY void WMesaPaletteChange(HPALETTE Pal); #ifdef __cplusplus } #endif #endif
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