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OpenGL Windows

How do you get OpenGL to run in a Windows app WITHOUT using GLUT?

Here’s an example, commented in detail, showing how. Emphasis on “easy to understand.”

//////////////////////////////////////////
//                                      //
// OpenGL in a PROPER Windows APP       //
// ( NO GLUT !! )                       //
//                                      //
// You found this at bobobobo's weblog, //
// https://bobobobo.wordpress.com        //
//                                      //
// Creation date:  Feb 9/08             //
// Last modified:  Feb 10/08            //
//                                      //
//////////////////////////////////////////

#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <gl/gl.h>
#include <gl/glu.h>

#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")


////////////////////////
// OK, here's the deal.
//
// OpenGL is typically so hard to
// get started on Windows (what, with the
// HDC and the HGLRC and the PIXELFORMATDESCRIPTOR)
// most get turned off very quickly
// and stick with GLUT for a very long time,
// because GLUT hides away A LOT of the
// complexities of getting a window up
// and drawing into it.

// If you're still reading, you're
// probably tired of doing things the
// GLUT way, and you want to cross over
// to doing things in OpenGL using a pure
// Windows application.

// Good choice my friend!  If you want
// full control over your app, you'll 
// want to do things in pure Win32.

// Once you get used to programming in Win32,
// its not ALL THAT BAD, I promise (evil grin).

// This demo shows you how to get a basic
// window up that OpenGL can draw into,
// and explains each step in detail.

// I give some additional references at the
// bottom of the page.

//////////////////////////
// OVERVIEW:
//
// The OUTPUT of OpenGL is a two dimensional
// PICTURE of a 3D scene.

// That's right.  I said 2D.

// People often say that the process OpenGL
// goes through to render a 3D scene is just like
// a CAMERA TAKING A PHOTOGRAPH OF A REAL WORLD SCENE.
//
// So, you know obviously that a PHOTOGRAPH
// is PURELY 2D after its been developed,
// and it DEPICTS the 3D scene that it
// "took a picture" of accurately.

// That's exactly what OpenGL does.  OpenGL's JOB
// is to take all your instructions, all your
// glColor3f()'s and your glVertex3f()'s, and
// to ultimately end up DRAWING A 2D PICTURE
// from those instructions that can be displayed
// on a computer screen.

// In THIS program, our MAIN GOAL is to
// CONNECT UP the OUTPUT of OpenGL (that 2D
// image OpenGL produces)
// with YOUR APPLICATION'S WINDOW.

// Does this look familiar?

/*
     HDC hdc = GetDC( hwnd );
*/

// You should already know that the way
// you as a Windows programmer draw to
// your application's window is using
// your window's HDC.

// If this doesn't sound familiar,
// then I strongly recommend you go read up
// on Win GDI before continuing!

////////////////////////////////!
//
// So if our way to draw to our application window
// is the HDC, and OpenGL produces some 2D image
// HOW IN THE WORLD DO YOU CONNECT UP the OUTPUT
// of the OpenGL program (that 2D picture)
// WITH the HDC of a WINDOW?
//
// That's the main subject we're tackling here
// in this tutorial.
//
// And its EASY.
//
// WE'RE lucky.  Microsoft created a bunch
// of functions (all beginning with "wgl"),
// that make this job of "connecting up" the output
// of OpenGL with the HDC of our window quite easy!

/////////////////////////
// BIG PICTURE:
//
// Here's the big picture of what
// we're going to be doing here:

/*

|---------|  draws to   |-------|  copied out   |---------|  shows in  |-----------|
|         | ==========> |       | ============> |         | =========> |           |
|---------|             |-------|               |---------|            |-----------|
  OPENGL                  HGLRC                     HDC                 application
 FUNCTION                                                                 window
  CALLS                                                                     

*/

//////////////////////
// In code:  this is the steps
// we'll follow.
//
// 1.  CREATE WINDOW AS USUAL.
//
// 2.  GET DC OF WINDOW.
//     Get the HDC of our window using a line like:
//          hdc = GetDC( hwnd );
//
// 3.  SET PIXEL FORMAT OF HDC.
//     You do 3 things here:
//          Create a PFD ('pixel format descriptor')
//          ChoosePixelFormat()
//          SetPixelFormat()
//
// 4.  CREATE RENDERING CONTEXT (HGLRC).
//          wglCreateContext()
//     Create the surface to which OpenGL
//     shall draw.  It is created such that
//     it shall be completely compatible
//     with the DC of our window, (it will
//     use the same pixel format!)
//
// 5.  CONNECT THE RENDER CONTEXT (HGLRC)
//     WITH THE DEVICE CONTEXT (HDC) OF WINDOW.
//          wglMakeCurrent()
//
// 6.  DRAW USING OPENGL.
//          glVertex3d(); glColor3d(); // ETC!
//     You call OpenGL functions to perform
//     your drawing!  OpenGL will spit out
//     its result picture to the HGLRC, which is
//     connected to the backbuffer of your HDC.
//
// 7.  SWAP BUFFERS.
//          SwapBuffers( hdc );	
//     Assuming you've picked a DOUBLE BUFFERED
//     pixel format all the way back in step 2, 
//     you'll need to SWAP the buffers so that
//     the image you've created using OpenGL on
//     the backbuffer of your hdc is shown
//     in your application window.

// And that's all!

// Ready for the code??? Let's go!

/////////////////////
// GLOBALS
//
/// Define a structure to hold all
/// of the global variables of this app.
struct Globals
{
    HINSTANCE hInstance;    // window app instance

    HWND hwnd;      // handle for the window

    HDC   hdc;      // handle to device context

    HGLRC hglrc;    // handle to OpenGL rendering context
    
    int width, height;      // the desired width and
    // height of the CLIENT AREA
    // (DRAWABLE REGION in Window)
};


///////////////////////////
// GLOBALS
// declare one struct Globals called g;
Globals g;
//
///////////////////////////


// Function prototypes.
LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam );
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLine, int iCmdShow );
void draw();            // drawing function containing OpenGL function calls

////////////////////////////
// In a C++ Windows app, the starting point is WinMain().
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLine, int iCmdShow )
{
    //////////////////
    // First we'll start by saving a copy of
    // the hInstance parameter inside our
    // "glob" of globals "g":
    g.hInstance = hInstance;

    #pragma region part 1 - create a window
    // The next few lines you should already
    // be used to:  create a WNDCLASS
    // that describes the properties of
    // the window we're going to soon create.
    // A.  Create the WNDCLASS
    WNDCLASS wc;
    wc.cbClsExtra = 0; 
    wc.cbWndExtra = 0; 
    wc.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
    wc.hCursor = LoadCursor( NULL, IDC_ARROW );         
    wc.hIcon = LoadIcon( NULL, IDI_APPLICATION );     
    wc.hInstance = hInstance;         
    wc.lpfnWndProc = WndProc;         
    wc.lpszClassName = TEXT("Philip");
    wc.lpszMenuName = 0; 
    wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;

    // Register that class with the Windows O/S..
	RegisterClass(&wc);
    
    /////////////////
    // Ok, AT THIS POINT, we'd normally
    // just go ahead and call CreateWindow().
    // And we WILL call CreateWindow(), but
    // there is something I must explain to
    // you first.  That thing is the RECT structure.

    /////////////////
    // RECT:
    //
    // A RECT is just a C struct meant to represent
    // a rectangle.
    // 
    // The RECT structure WILL DESCRIBE EXACTLY WHERE
    // AND HOW WE WANT OUR WINDOW TO APPEAR WHEN WE
    // CREATE IT.
    //
    //         TOP
    //       --------
    //       |      |
    // LEFT  |      | RIGHT
    //       --------
    //        BOTTOM
    //
    // So, what we do is, we create the RECT
    // struct for our window as follows:
    RECT rect;
    SetRect( &rect, 50,  // left
                    50,  // top
                    850, // right
                    650 ); // bottom
    
    // Save width and height off.
    g.width = rect.right - rect.left;
    g.height = rect.bottom - rect.top;
    
    // Adjust it.
    AdjustWindowRect( &rect, WS_OVERLAPPEDWINDOW, false );

    // AdjustWindowRect() expands the RECT
    // so that the CLIENT AREA (drawable region)
    // has EXACTLY the dimensions we specify
    // in the incoming RECT.

    // If you didn't just understand that, understand
    // this:  "you have to call AdjustWindowRect()",
    // and move on.  Its not THAT important, but its
    // good for the performance of your app.

    ///////////////////
    // NOW we call CreateWindow, using
    // that adjusted RECT structure to
    // specify the width and height of the window.
    g.hwnd = CreateWindow(TEXT("Philip"),
                          TEXT("GL WINDOW!"),
                          WS_OVERLAPPEDWINDOW,
                          rect.left, rect.top,  // adjusted x, y positions
                          rect.right - rect.left, rect.bottom - rect.top,  // adjusted width and height
                          NULL, NULL,
                          hInstance, NULL);

    // check to see that the window
    // was created successfully!
    if( g.hwnd == NULL )
    {
        FatalAppExit( NULL, TEXT("CreateWindow() failed!") );
    }

    // and show.
    ShowWindow( g.hwnd, iCmdShow );
    #pragma endregion

    #pragma region part 2 - Get DC of window we just made
    //2.  GET DC OF WINDOW, and keep it in our global
    //    variable g.  We will NOT release this DC
    //    until our app is about to exit.
    g.hdc = GetDC( g.hwnd );

    // If this keeping-DC-for-life-of-program-thing
    // disturbs you as much as it disturbed me,
    // GOOD LUCK in finding MS-based documentation to validate
    // this practice!  All examples I've seen and
    // Astle's OpenGL gaming book do it this way,
    // so. . . I suppose its ok.

    // One of the things I make sure to do is to specify
    // CS_OWNDC when I create the window,
    // so that Windows maintains a separate device context
    // for my application's window.

    // I haven't run into problems with this.  I don't
    // think you should either.
    #pragma endregion

    #pragma region part 3 - SET PIXEL FORMAT OF HDC
    //3.  SET PIXEL FORMAT OF HDC.
    //
    // We now have to set up the PIXELFORMAT
    // of our HDC.

    // A PIXEL FORMAT just describes the
    // "qualities" that each pixel in the 
    // window will have.  Do you want your
    // OpenGL app to use 24 bit color
    // ("true color" -- really high
    // quality!)?  Or 16 bit color (can look
    // a bit washed out)?

    // There are 3 substeps here:
    //    A> create the PFD and set it up to describe
    //       the pixel format we DESIRE (dream of having!)
    //
    //    B> call ChoosePixelFormat() to make windows
    //       choose us the ID of the appropriate pixel format that
    //       is CLOSEST to our dream pixel format.
    //
    //    C> Call SetPixelFormat() using the integer ID number
    //       that ChoosePixelFormat() returned to us in step B>

    // So let's do that:

    ////////////////////
    // A> CREATE PFD:
    PIXELFORMATDESCRIPTOR pfd = { 0 };  // create the pfd,
    // and start it out with ALL ZEROs in ALL
    // of its fields.

    // A good description of the PIXELFORMATDESCRIPTOR
    // struct is under the documentation
    // for the ChoosePixelFormat() function:
    // http://msdn2.microsoft.com/en-us/library/ms537556(VS.85).aspx

    // If you look at the docs, MANY of the fields
    // are "NOT USED" and REMAIN 0.
    
    // That should be something of a relief to you!
    // Look at the number of fields in this beast!

    // So we set only the fields of the pfd we care about:
    pfd.nSize = sizeof( PIXELFORMATDESCRIPTOR );    // just its size
    pfd.nVersion = 1;   // always 1

    pfd.dwFlags = PFD_SUPPORT_OPENGL |  // OpenGL support - not DirectDraw
                  PFD_DOUBLEBUFFER   |  // double buffering support
                  PFD_DRAW_TO_WINDOW;   // draw to the app window, not to a bitmap image

    pfd.iPixelType = PFD_TYPE_RGBA ;    // red, green, blue, alpha for each pixel
    pfd.cColorBits = 24;                // 24 bit == 8 bits for red, 8 for green, 8 for blue.
                                        // This count of color bits EXCLUDES alpha.

    pfd.cDepthBits = 32;                // 32 bits to measure pixel depth.  That's accurate!

    ///////////////////
    // B> Alright!  We've filled out the pfd
    // and it describes the way we want
    // our pixels to appear on the screen.
    // 
    // Now this next step is a little bit weird.
    // The thing is, there are only a couple of
    // dozen ACCEPTABLE pixel formats in existence.
    //
    // In other words, the system MIGHT NOT
    // be able to use a pixel format the likes
    // of which you have described in your
    // PIXELFORMATDESCRIPTOR.

    // What to do?? It would be awful annoying
    // to have to keep TRYING different
    // PIXELFORMATDESCRIPTORS until we found
    // one that actually WORKED on this system.

    // So MSFT has a better solution.

    // We'll make a call to a function called
    // ChoosePixelFormat().  ChoosePixelFormat()
    // will examine the PIXELFORMATDESCRIPTOR
    // structure that you send it, then it will
    // give you back an ID for the pixel format
    // that MOST CLOSELY MATCHES the pixel format you
    // SAID you wanted.

    int chosenPixelFormat = ChoosePixelFormat( g.hdc, &pfd );
    // what comes back from ChoosePixelFormat() is
    // an integer identifier for a specific pixel
    // format that Windows ALREADY knows about.
    // If you got 0 back, then there was an error.
    if( chosenPixelFormat == 0 )
    {
        FatalAppExit( NULL, TEXT("ChoosePixelFormat() failed!") );
    }

    char b[100];
    sprintf(b, "You got ID# %d as your pixelformat!\n", chosenPixelFormat);
    MessageBoxA( NULL, b, "Your pixelformat", MB_OK );
    
    /////////////////
    // C> So finally, we call SetPixelFormat() using the integer ID number
    // that ChoosePixelFormat() returned to us previously.
    int result = SetPixelFormat( g.hdc, chosenPixelFormat, &pfd );

    if (result == NULL)
    {
        FatalAppExit( NULL, TEXT("SetPixelFormat() failed!") );
    }
    // and that's all there is to setting
    // the pixel format!
    //////////
    #pragma endregion

    #pragma region part 4 - CREATE THE RENDERING CONTEXT
    //4.  CREATE RENDERING CONTEXT (HGLRC).

    // What's a rendering context?
    // Its the "surface" that OpenGL
    // will DRAW to.
    
    // The HGLRC will be created
    // such that it is COMPATIBLE
    // with the hdc.

    g.hglrc = wglCreateContext( g.hdc );
    // Created the rendering context
    // and saved handle to it in global 'g'.
    //
    // Wasn't that awfully easy to create
    // such a complicated sounding thing?
    ///////////////
    #pragma endregion

    #pragma region part 5 - CONNECT THE RENDERING CONTEXT WITH THE DEVICE CONTEXT OF THE WINDOW
    //5.  CONNECT THE RENDER CONTEXT (HGLRC)
    //    WITH THE DEVICE CONTEXT (HDC) OF WINDOW.
    wglMakeCurrent( g.hdc, g.hglrc );

    //
    // OPEN GL INIT COMPLETED!!
    ////////////////////////////
    #pragma endregion

    #pragma region message loop
    MSG msg;

    while( 1 )
    {
        if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            if( msg.message == WM_QUIT )
            {
                break;
            }
            
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
        else
        {
            //6.  DRAW USING OPENGL.
            // This region right here is the
            // heart of our application.  THE MOST
            // execution time is spent just repeating
            // this draw() function.
            draw();
        }
    }
    #pragma endregion

    //////////////
    // clean up
    #pragma region clean up
    // UNmake your rendering context (make it 'uncurrent')
    wglMakeCurrent( NULL, NULL );

    // Delete the rendering context, we no longer need it.
    wglDeleteContext( g.hglrc );

    // release your window's DC
    ReleaseDC( g.hwnd, g.hdc );
    #pragma endregion

    // and a cheesy fade exit
    AnimateWindow( g.hwnd, 200, AW_HIDE | AW_BLEND );

    return msg.wParam;
}

////////////////////////
// DRAWING FUNCTION
void draw() 
{
    // 1. set up the viewport
    glViewport(0, 0, g.width, g.height); // set viewport
    // to be the whole width and height
    // of the CLIENT AREA (drawable region) of the window,
    // (the CLIENT AREA excludes the titlebar and the 
    // maximize/minimize buttons).

    // 2. projection matrix
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0,(float)g.width/(float)g.height, 1, 1000);

    // 3. viewing transformation
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    gluLookAt(  0, 0, 10,
                0, 0, 0,
                0, 1, 0);

    // 4. modelling transformation and drawing
    glClearColor( 0.5, 0, 0, 0 );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    static float i = 0.01f;
    // Notice that 'i' is a STATIC variable.
    // That's very important. (imagine me saying
    // that like Conchords in "Business Time")
    // http://youtube.com/watch?v=WGOohBytKTU

    // A 'static' variable is created ONCE
    // when the function in which it sits first runs.
    
    // The static variable will "LIVE ON"
    // between seperate calls to the function
    // in which it lives UNTIL THE PROGRAM ENDS.

    i+= 0.001f;     // increase i by 0.001 from its
    // it had on the LAST FUNCTION CALL to the draw() function

    float c = cos( i );
    float s = sin( i );

    glBegin (GL_TRIANGLES);
        glColor3f(  c, 0, 0 );      // red
        glVertex3f( 1+c, 0+s, 0 );

        glColor3f(  c, s, 0 );      // yellow
        glVertex3f( 0+c, 1+s, 0 );

        glColor3f(  s, 0.1f, s );   // magenta
        glVertex3f(-1+c, 0+s, 0 );
    glEnd();

    //7.  SWAP BUFFERS.
    SwapBuffers(g.hdc);
    // Its important to realize that the backbuffer
    // is intelligently managed by the HDC ON ITS OWN,
    // so all's you gots to do is call SwapBuffers
    // on the HDC of your window.
}





////////////////////////
// WNDPROC
// Notice that WndProc is very very neglected.
// We hardly do anything with it!  That's because
// we do all of our processing in the draw()
// function.
LRESULT CALLBACK WndProc(   HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam ) 
{
    switch( message )
    {
    case WM_CREATE:
        Beep( 50, 10 );
        return 0;
        break;

    case WM_PAINT:
        {
            HDC hdc;
            PAINTSTRUCT ps;
            hdc = BeginPaint( hwnd, &ps );
                // don't draw here.  would be waaay too slow.
                // draw in the draw() function instead.
            EndPaint( hwnd, &ps );
        }
        return 0;
        break;

    case WM_KEYDOWN:
        switch( wparam )
        {
        case VK_ESCAPE:
            PostQuitMessage( 0 );
            break;
        default:
            break;
        }
        return 0;

    case WM_DESTROY:
        PostQuitMessage( 0 ) ;
        return 0;
        break;
    }
 
    return DefWindowProc( hwnd, message, wparam, lparam );
}



////////////////
// END NOTES:
//
// Some good references:
// WGL function ref on MSDN:
// http://msdn2.microsoft.com/en-us/library/ms673957%28VS.85%29.aspx

// MSDN example from 1994 (but still good!)
// "OpenGL I: Quick Start"
// http://msdn2.microsoft.com/en-us/library/ms970745.aspx


//////////////////
// QUICK Q&A (make sure you know what's going on):
//
// QUESTION:  What's the means by which we can draw
//            to our window itself?
//
// ANSWER:  The HDC (HANDLE TO DEVICE CONTEXT).

// QUESTION:  What's the means by which OpenGL can
//            draw to the window?
//
// ANSWER:  USING that SAME HDC WE woulda used
//          to draw to it!! (more to come on this now).

/////////////////////
// It IS possible to access the bits
// of the output of OpenGL in 2 ways:
//      1)  Use glReadPixels() to obtain
//          the arrayful of pixels on the
//          screen.  You can then save this
//          to a .TGA or .BMP file easily.

//      2)  Render to a BITMAP, then
//          blit that bitmap to your HDC.
//          There's a 1995 msdn article on this:
//          "OpenGL VI: Rendering on DIBs with PFD_DRAW_TO_BITMAP"
//          http://msdn2.microsoft.com/en-us/library/ms970768.aspx



/* 
     ____   __   __      __   __  ___
    / _  \ /  / /  /    /  /  \ \/  /
   / _/ / /  / /  /    /  /    \   /
  / _/ \ /  / /  /__  /  /__   /  /
 /_____//__/ /______//______/ /__/

*/

Download the Visual Studio 2005 project files hosted by esnips! (thanks esnips!)

17 Comments

  1. Holyyyyyy GOOOOODDDDDDD

    Thank you so much for this (glut-free way to use OpenGL). Everywhere I’ve looked all I could find was glut.

    And glut was pissing me off in that it required glut32.dll to run (which is really inconvenient when trying to distribute software!!!)

    Thank you for this, I will study it very closely and good use of this approach!!

  2. Very symbolic too, 2/9 is my birthday…

    • ajcaruana
    • Posted October 8, 2008 at 6:56 am
    • Permalink

    Hi, is it possible to use the HDC to draw to a part of the window using GDI, while drawing to another part of the window using OpenGL ?

    I need to do this in an application, and I wish to avoid creating a child window to draw into using OpenGL.

  3. you should probably use glui:
    http://www.cs.unc.edu/~rademach/glui/

    • chris
    • Posted October 30, 2008 at 7:28 am
    • Permalink

    Very nice tut, 10/10 for great use of comments, is there a way to do 2d graphics in opengl… such as loading a bitmap and a mask for transparency and using double buffering to display it on screen same as bitblt does…just wondering for the speed improvemnts using opengl, even tho i know its used for 3d, any help be appreciated..

    • Anonymous
    • Posted November 23, 2008 at 3:50 am
    • Permalink

    Awsome!

    • Anonymous
    • Posted January 27, 2009 at 6:57 pm
    • Permalink

    Fantastically detailed! Thank you so much for writing this!

    • Dominator
    • Posted December 14, 2010 at 6:50 pm
    • Permalink

    thanks i was searching for something like that for quite a few time, it works really well

    • H3D
    • Posted February 3, 2011 at 9:33 pm
    • Permalink

    10/10

    I have done windows and opengl programming for some years and I have never ever seen such a clear and meaningful tutorial like this before.

    The tutorial speaks for itself.

    Please, keep up the good work mate!

    • Hamed
    • Posted February 10, 2011 at 10:32 pm
    • Permalink

    Thank you! Love your tutorials and explanations!

    Just a minor note on your code. I added the following code to be clear completely after we exit the application.

    case WM_DESTROY:
    ////////////////////////////////CLEAN UP

    if (g.hglrc){
    wglMakeCurrent(NULL, NULL);
    wglDeleteContext(g.hglrc);
    }

    if (g.hdc ){
    ReleaseDC(hwnd, g.hdc );
    }

    UnregisterClass(TEXT(“Philip”), g.hInstance);

    /////////////////////////////////////////////
    PostQuitMessage( 0 ) ;
    return 0;
    break;
    }

    • Error-Checking Pedant
    • Posted January 1, 2012 at 1:03 am
    • Permalink

    While I appreciate you creating this tutorial, there is a major issue: Sometimes you do not check the error code of Windows API function calls. Some of these are not very important and you do not necessarily need to check them, although you should add a comment explaining that, but others are very important to check. For example, it’s a big problem if wglCreateContext fails. Here is a list of the functions you currently do not check the error codes of:

    RegisterClass, AdjustWindowRect, GetDC, wglCreateContext, wglMakeCurrent, wglDeleteContext, AnimateWindow, SwapBuffers, Beep, BeginPaint

    • Anonymous
    • Posted December 21, 2012 at 1:03 am
    • Permalink

    Very Good Example SIr! Thank You!

  4. this is my first every comment .. online. But, this is the best post I have seen .. ever. Congratulations! And thank you for all the relevant info!

  5. This post was ridiculously epic, clear and easy to follow, cheers!

    • craigrb
    • Posted October 20, 2015 at 10:45 am
    • Permalink

    Extremely useful. Thanks very much.

    • Anonymous
    • Posted September 23, 2016 at 5:40 pm
    • Permalink

    a

    • Bob
    • Posted August 21, 2018 at 8:38 pm
    • Permalink

    I’ve just discovered this api. Good write up. FYI, there is a function called wglGetCurrentContext. This way, you won’t need to store it as a global.


2 Trackbacks/Pingbacks

  1. […] There is a good sample in following site which works perfectly and really good for beginners. https://bobobobo.wordpress.com/2008/02/11/opengl-in-a-proper-windows-app-no-glut/ This is using pure opengl no glut or glew. If you insist on using  glut or similar utility […]

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