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Load GL symbols *after* creating the window, else we only get a basic GL 1.1 context

This commit is contained in:
fgenesis 2016-11-15 04:49:53 +01:00
parent 90d70c117b
commit ce869ba55a

View file

@ -606,23 +606,6 @@ void Core::init()
exit_error("Failed to init SDL");
}
#if BBGE_BUILD_OPENGL_DYNAMIC
if (SDL_GL_LoadLibrary(NULL) == -1)
{
std::string err = std::string("SDL_GL_LoadLibrary Error: ") + std::string(SDL_GetError());
SDL_Quit();
exit_error(err);
}
if (!lookup_all_glsyms())
{
std::ostringstream os;
os << "Couldn't load OpenGL symbols we need\n";
SDL_Quit();
exit_error(os.str());
}
#endif
loopDone = false;
initLocalization();
@ -857,6 +840,23 @@ bool Core::initGraphicsLibrary(int width, int height, bool fullscreen, bool vsyn
#endif
}
#if BBGE_BUILD_OPENGL_DYNAMIC
if (SDL_GL_LoadLibrary(NULL) == -1)
{
std::string err = std::string("SDL_GL_LoadLibrary Error: ") + std::string(SDL_GetError());
SDL_Quit();
exit_error(err);
}
if (!lookup_all_glsyms())
{
std::ostringstream os;
os << "Couldn't load OpenGL symbols we need\n";
SDL_Quit();
exit_error(os.str());
}
#endif
debugLog("GL vendor, renderer & version:");
debugLog((const char*)glGetString(GL_VENDOR));
debugLog((const char*)glGetString(GL_RENDERER));