Fixed endless loop when creating an OpenGL 3.x context (bug introduced by the last modification)
Updated the API documentation of the graphics module git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1302 4e206d99-4929-0410-ac5d-dfc041789085
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7 changed files with 294 additions and 89 deletions
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@ -60,10 +60,8 @@ public :
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This default constructor doesn't create the window,
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/// you must call Create() to do so.
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/// If \a style contains Style::Fullscreen, then \a mode
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/// must be a valid video mode.
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/// This constructor doesn't actually create the window,
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/// use the other constructors or call Create to do so.
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///
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////////////////////////////////////////////////////////////
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Window();
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@ -71,6 +69,17 @@ public :
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////////////////////////////////////////////////////////////
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/// \brief Construct a new window
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///
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/// This constructor creates the window with the size and pixel
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/// depth defined in \a mode. An optional style can be passed to
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/// customize the look and behaviour of the window (borders,
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/// title bar, resizable, closable, ...). If \a style contains
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/// Style::Fullscreen, then \a mode must be a valid video mode.
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///
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/// The fourth parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc. You shouldn't care about these
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/// parameters for a regular usage of the graphics module.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
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/// \param title Title of the window
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/// \param style Window style
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@ -85,6 +94,11 @@ public :
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/// Use this constructor if you want to create an OpenGL
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/// rendering area into an already existing control.
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///
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/// The fourth parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc. You shouldn't care about these
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/// parameters for a regular usage of the graphics module.
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///
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/// \param handle Platform-specific handle of the control
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/// \param settings Additional settings for the underlying OpenGL context
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///
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