private void InitGL() { GL.createCapabilities(); System.out.println("OpenGL: " + glGetString(GL_VERSION)); glEnable(GL13.GL_MULTISAMPLE); glEnable(GL_DEPTH_TEST); glViewport(0, 0, pix_width, pix_height); }
private void loop() { // This line is critical for LWJGL's interoperation with GLFW's // OpenGL context, or any context that is managed externally. // LWJGL detects the context that is current in the current thread, // creates the ContextCapabilities instance and makes the OpenGL // bindings available for use. GL.createCapabilities(true); // valid for latest build GLContext.createFromCurrent(); // use this line instead with the 3.0.0a build // Set the clear color glClearColor(1.0f, 0.0f, 0.0f, 0.0f); // Run the rendering loop until the user has attempted to close // the window or has pressed the ESCAPE key. while (glfwWindowShouldClose(window) == GL_FALSE) { update(); render(); // Poll for window events. The key callback above will only be // invoked during this call. glfwPollEvents(); } }
private void loop() { // This line is critical for LWJGL's interoperation with GLFW's // OpenGL context, or any context that is managed externally. // LWJGL detects the context that is current in the current thread, // creates the GLCapabilities instance and makes the OpenGL // bindings available for use. GL.createCapabilities(); // Set the clear color glClearColor(0.1f, 0.7f, 1.0f, 0.0f); // Run the rendering loop until the user has attempted to close // the window or has pressed the ESCAPE key. while (glfwWindowShouldClose(window) == GLFW_FALSE) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer glfwSwapBuffers(window); // swap the color buffers // Poll for window events. The key callback above will only be // invoked during this call. glfwPollEvents(); } }