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Is the current OpenGL initialization and exit code suitable for Intel HD 3000, and are there better ways to manage multiple OpenGL contexts?

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DDDOriginal
2024-10-28 10:11:02510browse

 Is the current OpenGL initialization and exit code suitable for Intel HD 3000, and are there better ways to manage multiple OpenGL contexts?

What is the proper OpenGL initialization on Intel HD 3000?

Problem:

On an Intel HD 3000 graphics card, creating multiple OpenGL contexts in a single application leads to unpredictable behavior:

  1. Older versions of the app fail to create a second rendering context.
  2. After changes to the OpenGL-based software, the second rendering context can be created but becomes invalid after release.

Current Initialization and Exit Code:

<code class="c++">// Initialization code
int OpenGLscreen::init(void *f, int textures)
{
    // ...
    hrc = wglCreateContext(hdc);
    // ...
    if(wglMakeCurrent(hdc, hrc) == false)
        {
        // ...
        }
    // ...
}

// Exit code
void OpenGLscreen::exit()
{
    if (!_init) return;
    wglMakeCurrent(hdc,hrc);        // use this context if multiple OpenGLs are used
    // ...
    wglMakeCurrent(NULL, NULL);     // release current rendering context
    wglDeleteContext(hrc);          // destroy rendering context
    hrc=NULL;
    _init=0;
}</code>

Questions:

  1. Is the current OpenGL initialization/exit code incorrect?
  2. Is there a better way to initialize and exit OpenGL?
  3. How to properly switch between different rendering contexts?

Answer:

  1. The current OpenGL initialization and exit code looks correct, but using a loader library such as GLEW is recommended.
  2. Use a loader library such as GLEW or glfw. These libraries simplify OpenGL context creation and function loading.
  3. Your use of wglMakeCurrent appears correct, but you may need to investigate Intel-specific quirks for context switching.

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