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Ken Martin authored
Move a lot of code into OpenGL and simplify. Introduce ShowWindow and update UseOffScreenBuffers. These two booleans can work together to handle all four cases. You can... ShowWindow = 0 UseOffScreenBuffers = 0 You are using a window to render but the window is not current shown on the display ShowWindow = 1 UseOffScreenBuffers = 0 You are rendering into a window and the window is shown on the screen. The default. ShowWindow = 0 UseOffScreenBuffers = 1 You are rendering into a framebuffer offscreen and the window used for the opengl context is not shown on the display. ShowWindow = 1 UseOffScreenBuffers = 1 You are rendering into a framebuffer offscreen and there is a window that is also visible with it's own content. For backwards compatability OffScreenRendering now just sets ShowWindow(false) and UseOffScreenBuffers(true) Other more specific approaches, methods have been removed. Mapped has been fixed a bit in some backends to properly indicate if the window is mapped (as opposed to created)
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