Shared opengl context
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549753d0c2
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@ -54,8 +54,11 @@ void engine_init()
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2); /* How many x MSAA */
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
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resources_init();
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script_init();
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resources_init();
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script_init();
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registry_init();
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init_gameobjects();
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@ -93,10 +93,8 @@ static struct mSprite *tanim = NULL;
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static unsigned int projUBO;
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void openglInit(struct mSDLWindow *window)
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void openglInit()
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{
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window_makecurrent(window);
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if (SDL_GL_SetSwapInterval(1)) {
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YughLog(0, SDL_LOG_PRIORITY_WARN,
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"Unable to set VSync! SDL Error: %s", SDL_GetError());
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@ -178,9 +176,11 @@ void openglRender(struct mSDLWindow *window, struct mCamera *mcamera)
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renderText(stdFont, textShader, "Sample text", fontpos, 0.4f, fontcolor, -1.f);
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*/
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/*
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for (int i = 0; i < numSprites; i++) {
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sprite_draw(sprites[i]);
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}
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*/
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//glDepthFunc(GL_LESS);
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@ -43,7 +43,7 @@ enum RenderMode {
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OBJECTPICKER
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};
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void openglInit(struct mSDLWindow *window);
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void openglInit();
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void openglRender(struct mSDLWindow *window, struct mCamera *camera);
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void openglInit3d(struct mSDLWindow *window);
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@ -11,6 +11,8 @@ struct mSDLWindow *window = NULL;
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static struct mSDLWindow *windows[5];
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static int numWindows = 0;
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static SDL_GLContext publicGLContext = NULL;
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struct mSDLWindow *MakeSDLWindow(const char *name, int width, int height,
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uint32_t flags)
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{
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@ -24,13 +26,20 @@ struct mSDLWindow *MakeSDLWindow(const char *name, int width, int height,
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"Window could not be created! SDL Error: %s",
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SDL_GetError());
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} else {
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w->glContext = SDL_GL_CreateContext(w->window);
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if (publicGLContext == NULL) {
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publicGLContext = SDL_GL_CreateContext(w->window);
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}
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if (w->glContext == NULL) {
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w->glContext = publicGLContext;
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SDL_GL_MakeCurrent(w->window, w->glContext);
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if (publicGLContext == NULL) {
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YughLog(0, SDL_LOG_PRIORITY_ERROR,
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"OpenGL context could not be created! SDL Error: %s",
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SDL_GetError());
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}
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w->id = SDL_GetWindowID(w->window);
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glewExperimental = GL_TRUE;
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