Beispiel #1
0
// WindowParam is used for acquiring various properties of an opened window.
//
//     Opened:         GL_TRUE if window is opened, else GL_FALSE.
//     Active:         GL_TRUE if window has focus, else GL_FALSE.
//     Iconified:      GL_TRUE if window is iconified, else GL_FALSE.
//     Accelerated:    GL_TRUE if window is hardware accelerated, else GL_FALSE.
//     RedBits:        Number of bits for the red color component.
//     GreenBits:      Number of bits for the green color component.
//     BlueBits:       Number of bits for the blue color component.
//     AlphaBits:      Number of bits for the alpha buffer.
//     DepthBits:      Number of bits for the depth buffer.
//     StencilBits:    Number of bits for the stencil buffer.
//     RefreshRate:    Vertical monitor refresh rate in Hz. Zero indicates an
//                     unknown or a default refresh rate.
//     AccumRedBits:   Number of bits for the red channel of the accumulation buffer.
//     AccumGreenBits: Number of bits for the green channel of the accumulation buffer.
//     AccumBlueBits:  Number of bits for the blue channel of the accumulation buffer.
//     AccumAlphaBits: Number of bits for the alpha channel of the accumulation buffer.
//     AuxBuffers:     Number of auxiliary buffers.
//     Stereo:         GL_TRUE if stereo rendering is supported, else GL_FALSE.
//     WindowNoResize: GL_TRUE if the window cannot be resized by the user, else GL_FALSE.
//     FsaaSamples:    Number of multisampling buffer samples. Zero indicated
//                     multisampling is disabled.
//
//     OpenGLVersionMajor:  Major number of the actual version of the context.
//     OpenGLVersionMinor:  Minor number of the actual version of the context.
//     OpenGLForwardCompat: GL_TRUE if the context is forward-compatible, else GL_FALSE.
//     OpenGLDebugContext:  GL_TRUE if the context is a debug context.
//     OpenGLProfile:       The profile implemented by the context, or zero.
//
// Note: 'Accelerated' is only supported under Windows. Other systems will always
// return GL_TRUE. Under Windows, Accelerated means that the OpenGL renderer is
// a 3rd party renderer, rather than the fallback Microsoft software OpenGL
// renderer. In other words, it is not a real guarantee that the OpenGL renderer
// is actually hardware accelerated.
func WindowParam(param int) int { return int(C.glfwGetWindowParam(C.int(param))) }
Beispiel #2
0
Datei: glfw.go Projekt: maun/glfw
func WindowParam(window Window, param int) int {
	return int(C.glfwGetWindowParam(C.GLFWwindow(window), C.int(param)))
}