func GL_SetAttribute(attr GLattr, val int) error { if C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(val)) != 0 { return getError() } return nil }
func GL_GetAttribute(attr int) (int, error) { var value C.int = 0 ret := C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &value) if ret == 0 { return int(value), NewSDLError() } return int(value), nil }
func GL_GetAttribute(attr GLattr) (int, error) { var val C.int if C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &val) != 0 { return 0, getError() } return int(val), nil }
func GL_SetAttribute(attr int, value int) int { GlobalMutex.Lock() status := int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value))) GlobalMutex.Unlock() return status }
func GL_SetAttribute(attr int, value int) int { return int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value))) }
func GL_SetAttribute(attribute GLattr, value int) (err error) { if C.SDL_GL_SetAttribute(C.SDL_GLattr(attribute), C.int(value)) != 0 { return errors.New(C.GoString(C.SDL_GetError())) } return nil }
func GL_SetAttribute(attr int, value int) int { status := int(C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(value))) return status }
func (attr GLattr) c() C.SDL_GLattr { return C.SDL_GLattr(attr) }
// Get an attribute of the OpenGL subsystem from the windowing // interface, such as glX. This is of course different from getting // the values from SDL's internal OpenGL subsystem, which only // stores the values you request before initialization. // // Developers should track the values they pass into SDL_GL_SetAttribute // themselves if they want to retrieve these values. // extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int* value); func GLGetAttribute(attr int) (int, int) { var value C.int res := int(C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &value)) return res, int(value) }