Use an openGL 3.3 compatibility context when available.

This commit is contained in:
Vincent Lejeune 2014-02-12 22:16:10 +01:00
parent 3d61056b81
commit 0243546e4d
96 changed files with 98 additions and 99 deletions

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 uv; in vec2 uv;

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#version 130 #version 330
uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix; uniform mat4 ProjectionMatrix;
uniform vec3 Position; uniform vec3 Position;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform float low; uniform float low;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 uv; in vec2 uv;

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#version 130 #version 330 compatibility
uniform float power; uniform float power;
uniform sampler2D tex; uniform sampler2D tex;

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// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software // along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform float transparency; uniform float transparency;
in vec2 uv; in vec2 uv;

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// Creates a bubble (wave) effect by distorting the texture depending on time // Creates a bubble (wave) effect by distorting the texture depending on time
#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform float time; uniform float time;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D caustictex; uniform sampler2D caustictex;
uniform vec2 dir; uniform vec2 dir;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D oldtex; uniform sampler2D oldtex;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform vec3 inlevel; uniform vec3 inlevel;
uniform vec2 outlevel; uniform vec2 outlevel;

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#version 130 #version 330
uniform ivec4 color; uniform ivec4 color;
out vec4 FragColor; out vec4 FragColor;

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#version 130 #version 330
uniform vec2 center; uniform vec2 center;
uniform vec2 size; uniform vec2 size;

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#version 130 #version 330
uniform vec3 col; uniform vec3 col;
out vec4 FragColor; out vec4 FragColor;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 uv; in vec2 uv;

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#version 130 #version 330
uniform vec2 center; uniform vec2 center;
uniform vec2 size; uniform vec2 size;
uniform vec2 texcenter; uniform vec2 texcenter;

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#version 130 #version 330
uniform sampler2D Albedo; uniform sampler2D Albedo;
uniform sampler2D Detail; uniform sampler2D Detail;
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 dir; uniform vec2 dir;
uniform vec2 dir2; uniform vec2 dir2;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrix;

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#version 130 #version 330 compatibility
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
void main() { void main() {

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#version 130 #version 330
uniform mat4 ProjectionMatrix; uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix; uniform mat4 ViewMatrix;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform float fogmax; uniform float fogmax;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 uv; in vec2 uv;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform vec3 col; uniform vec3 col;
out vec4 FragColor; out vec4 FragColor;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 sunpos; uniform vec2 sunpos;

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#version 130 #version 330
uniform vec3 windDir; uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView; uniform mat4 TransposeInverseModelView;

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#version 130 #version 330
uniform vec3 windDir; uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 texsize; uniform vec2 texsize;

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#version 130 #version 330 compatibility
#define MAX_SEARCH_STEPS 8.0 #define MAX_SEARCH_STEPS 8.0
#define MAX_DISTANCE 33.0 #define MAX_DISTANCE 33.0

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#version 130 #version 330 compatibility
in vec4 offset[2]; in vec4 offset[2];
in vec2 uv; in vec2 uv;

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#version 130 #version 330 compatibility
in vec4 offset[2]; in vec4 offset[2];
in vec2 uv; in vec2 uv;
out vec4 FragColor; out vec4 FragColor;

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#version 130 #version 330 compatibility
uniform vec2 PIXEL_SIZE; uniform vec2 PIXEL_SIZE;
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;

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@ -21,7 +21,7 @@
// The actual boost amount (which linearly scales the blur to be shown). // The actual boost amount (which linearly scales the blur to be shown).
// should be in the range [0.0, 1.0], though a larger value might make // should be in the range [0.0, 1.0], though a larger value might make
// the blurring too string. Atm we are using [0, 0.5]. // the blurring too string. Atm we are using [0, 0.5].
#version 130 #version 330 compatibility
uniform float boost_amount; uniform float boost_amount;
// The color buffer to use. // The color buffer to use.

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@ -17,7 +17,7 @@
// motion_blur.vert // motion_blur.vert
#version 130 #version 330 compatibility
void main() void main()
{ {

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#version 130 #version 330 compatibility
uniform sampler2D tex1; uniform sampler2D tex1;
uniform sampler2D tex2; uniform sampler2D tex2;

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#version 130 #version 330
uniform sampler2D normalMap; uniform sampler2D normalMap;
noperspective in vec3 tangent; noperspective in vec3 tangent;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView; uniform mat4 TransposeInverseModelView;

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#version 130 #version 330
noperspective in vec3 nor; noperspective in vec3 nor;
out vec2 EncodedNormal; out vec2 EncodedNormal;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView; uniform mat4 TransposeInverseModelView;

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#version 130 #version 330
uniform sampler2D Albedo; uniform sampler2D Albedo;
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap; uniform sampler2D SpecularMap;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
in vec3 Position; in vec3 Position;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 uv; in vec2 uv;
out vec4 FragColor; out vec4 FragColor;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D lighttex; uniform sampler2D lighttex;
uniform int hastex; uniform int hastex;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView; uniform mat4 TransposeInverseModelView;
uniform mat4 TextureMatrix0; uniform mat4 TextureMatrix0;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform int hastex; uniform int hastex;
uniform float objectid; uniform float objectid;

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#version 130 #version 330
uniform sampler2D Albedo; uniform sampler2D Albedo;
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap; uniform sampler2D SpecularMap;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView; uniform mat4 TransposeInverseModelView;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
noperspective in vec3 nor; noperspective in vec3 nor;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
noperspective in vec3 nor; noperspective in vec3 nor;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView; uniform mat4 TransposeInverseModelView;

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#version 130 #version 330
uniform sampler2D Albedo; uniform sampler2D Albedo;
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap; uniform sampler2D SpecularMap;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D dtex; uniform sampler2D dtex;
uniform mat4 invproj; uniform mat4 invproj;

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#version 130 #version 330
uniform mat4 ProjectionMatrix; uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix; uniform mat4 ViewMatrix;

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#version 140 #version 330
uniform int dt; uniform int dt;
uniform mat4 sourcematrix; uniform mat4 sourcematrix;
uniform int level; uniform int level;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
out vec4 FragColor; out vec4 FragColor;

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// Passthrough shader for drawQuad() // Passthrough shader for drawQuad()
#version 130 #version 330 compatibility
out vec2 uv; out vec2 uv;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330
uniform int dt; uniform int dt;
uniform mat4 sourcematrix; uniform mat4 sourcematrix;
uniform int level; uniform int level;

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#version 130 #version 330
uniform sampler2D ntex; uniform sampler2D ntex;
uniform sampler2D dtex; uniform sampler2D dtex;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D dtex; uniform sampler2D dtex;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D normals_and_depth; uniform sampler2D normals_and_depth;
uniform mat4 invproj; uniform mat4 invproj;

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#version 130 #version 330
uniform float screenw; uniform float screenw;
void main() void main()

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#version 130 #version 330
uniform float time; uniform float time;
uniform vec3 campos; uniform vec3 campos;
uniform mat4 viewm; uniform mat4 viewm;

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#version 130 #version 330
in vec2 Position; in vec2 Position;
in vec2 Texcoord; in vec2 Texcoord;

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#version 330 core #version 330
uniform mat4 ModelViewProjectionMatrix[4]; uniform mat4 ModelViewProjectionMatrix[4];
layout(triangles) in; layout(triangles) in;

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#version 330 core #version 330
in vec3 Position; in vec3 Position;
in vec2 Texcoord; in vec2 Texcoord;

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#version 130 #version 330 compatibility
uniform sampler2D halft; // half is a reserved word uniform sampler2D halft; // half is a reserved word
uniform sampler2D quarter; uniform sampler2D quarter;
uniform sampler2D eighth; uniform sampler2D eighth;

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#version 130 #version 330 compatibility
uniform sampler2D ntex; uniform sampler2D ntex;
uniform sampler2D ctex; uniform sampler2D ctex;
uniform vec3 campos; uniform vec3 campos;

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#version 130 #version 330 compatibility
uniform sampler2D dtex; uniform sampler2D dtex;
uniform mat4 ipvmat; uniform mat4 ipvmat;
uniform mat4 shadowmat; uniform mat4 shadowmat;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform int hastex; uniform int hastex;
uniform int viz; uniform int viz;

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#version 130 #version 330 compatibility
uniform sampler2D warpx; uniform sampler2D warpx;
uniform sampler2D warpy; uniform sampler2D warpy;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform int size; uniform int size;
uniform vec2 pixel; uniform vec2 pixel;

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#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform int size; uniform int size;
uniform vec2 pixel; uniform vec2 pixel;

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@ -16,7 +16,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// skinning.vert // skinning.vert
#version 130 #version 330 compatibility
#define MAX_JOINT_NUM 36 #define MAX_JOINT_NUM 36
#define MAX_LIGHT_NUM 8 #define MAX_LIGHT_NUM 8

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@ -14,7 +14,7 @@
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software // along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130 #version 330 compatibility
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D glow_tex; uniform sampler2D glow_tex;
uniform float transparency; uniform float transparency;

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// Creates a bubble (wave) effect by distorting the texture depending on time // Creates a bubble (wave) effect by distorting the texture depending on time
#version 130 #version 330 compatibility
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform float time; uniform float time;

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@ -1,4 +1,4 @@
#version 130 #version 330
uniform sampler2D tex_layout; uniform sampler2D tex_layout;
uniform sampler2D tex_detail0; uniform sampler2D tex_detail0;
uniform sampler2D tex_detail1; uniform sampler2D tex_detail1;

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@ -15,7 +15,7 @@
// along with this program; if not, write to the Free Software // along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView; uniform mat4 TransposeInverseModelView;

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#version 130 #version 330
uniform sampler2D ntex; uniform sampler2D ntex;
uniform sampler2D dtex; uniform sampler2D dtex;
uniform sampler2D noise_texture; uniform sampler2D noise_texture;

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#version 130 #version 330
uniform sampler2D ntex; uniform sampler2D ntex;
uniform sampler2D dtex; uniform sampler2D dtex;
//uniform sampler2D cloudtex; //uniform sampler2D cloudtex;

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#version 130 #version 330
uniform sampler2D ntex; uniform sampler2D ntex;
uniform sampler2D dtex; uniform sampler2D dtex;
uniform sampler2DArrayShadow shadowtex; uniform sampler2DArrayShadow shadowtex;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 uv; in vec2 uv;

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#version 130 #version 330
uniform vec2 center; uniform vec2 center;
uniform vec2 size; uniform vec2 size;
uniform vec2 texcenter; uniform vec2 texcenter;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
in vec2 uv; in vec2 uv;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
in vec3 Position; in vec3 Position;

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#version 130 #version 330
uniform sampler2D tex; uniform sampler2D tex;
uniform float fogmax; uniform float fogmax;

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#version 130 #version 330
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap; uniform sampler2D SpecularMap;
uniform sampler2D SSAO; uniform sampler2D SSAO;

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#version 130 #version 330
uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewProjectionMatrix;
in vec3 Position; in vec3 Position;

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// Shader based on work by Fabien Sanglard // Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0 // Released under the terms of CC-BY 3.0
#version 130 #version 330 compatibility
uniform sampler2D BumpTex1; // Normal map 1 uniform sampler2D BumpTex1; // Normal map 1
uniform sampler2D BumpTex2; // Normal map 2 uniform sampler2D BumpTex2; // Normal map 2
uniform sampler2D DecalTex; //The texture uniform sampler2D DecalTex; //The texture

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// Shader based on work by Fabien Sanglard // Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0 // Released under the terms of CC-BY 3.0
#version 130 #version 330 compatibility
uniform float speed; uniform float speed;
uniform float height; uniform float height;
uniform float waveLength; uniform float waveLength;

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@ -744,9 +744,8 @@ bool CIrrDeviceLinux::createWindow()
int context_attribs[] = int context_attribs[] =
{ {
GLX_CONTEXT_MAJOR_VERSION_ARB, 3, GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 0, GLX_CONTEXT_MINOR_VERSION_ARB, 3,
// Uncomment to discard deprecated features GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, //GLX_CONTEXT_CORE_PROFILE_BIT_ARB
//GLX_CONTEXT_FLAGS_ARB , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB, GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None None
}; };

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@ -412,9 +412,9 @@ bool COpenGLDriver::initDriver(CIrrDeviceWin32* device)
int iAttribs[] = int iAttribs[] =
{ {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1, WGL_CONTEXT_MINOR_VERSION_ARB, 3,
//WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB, WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, //WGL_CONTEXT_CORE_PROFILE_BIT_ARB
0 0
}; };
hrc=wglCreateContextAttribs_ARB(HDc, 0, iAttribs); hrc=wglCreateContextAttribs_ARB(HDc, 0, iAttribs);