sdl_die("Failed to create OpenGL context"); // Check OpenGL properties printf("OpenGL loaded\n"); gladLoadGLLoader(SDL_GL_GetProcAddress); printf("Vendor: %s\n", glGetString(GL_VENDOR)); printf("Renderer: %s\n", glGetString(GL_RENDERER)); printf("Version: %s\n", glGetString(GL_...
When using the SDL3 preview 3.1.3 with the Mesa Gallium driver, a GL Context is no longer created when running on Xbox One. The same setup is successful on SDL2 version 2.20.3. Here’s a quick test case for SDL3: #include <SDL3/SDL_main.h...
So that it could be retrieved by calling SDL_GL_GetAttribute() to determine whether the newly created context is accelerated. There's also already a FIXME related to that: SDL/src/video/SDL_video.c Lines 4850 to 4855 in 4b429b9 case SDL_...
int SDLGLGraphicsContext::Init(SDL_Window *&window, int x, int y, int mode, std::string *error_message) { struct GLVersionPair { int major; int minor; }; GLVersionPair attemptVersions[] = { #ifdef USING_GLES2 {3, 2}, {3, 1}, {3, 0}, {2, 0}, #else ...
Fixed the usage of Cocoa_GLES_LoadLibrary in Cocoa_GL_CreateContext(). It was still using the old SDL2 style of return success/failure. Fixes issue #11175