Removing spammy comments.
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@ -37,18 +37,14 @@ void Graphics::setGLFWHintsForOpenGLVersion( unsigned int _version )
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bool Graphics::createWindow()
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{
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/////////////////////////////////////////////////////////////////////////////////////
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// Initialise GLFW
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//
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if ( !glfwInit() )
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{
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ACGL::Utils::error() << "Failed to initialize GLFW" << std::endl;
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exit( -1 );
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// Configure OpenGL context
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//
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setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
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// activate multisampling (second parameter is the number of samples):
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@ -60,10 +56,6 @@ bool Graphics::createWindow()
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// define whether the window can get resized:
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glfwWindowHint(GLFW_RESIZABLE, true);
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// non-decorated windows can be used as splash screens:
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//glfwWindowHint( GLFW_DECORATED, false );
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/////////////////////////////////////////////////////////////////////////////////////
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// try to create an OpenGL context in a window and check the supported OpenGL version:
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// R,G,B,A, Depth,Stencil
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window = glfwCreateWindow(windowSize.x, windowSize.y, "SWP MarbleGame Group C", NULL, NULL);
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6
main.cc
6
main.cc
@ -51,17 +51,13 @@ int main( int argc, char *argv[] )
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{
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//Application app = Application();
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/////////////////////////////////////////////////////////////////////////////////////
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// Create OpenGL capable window:
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//
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if ( !app.getGraphics()->createWindow() ) {
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glfwTerminate();
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exit( -1 );
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// Set window title to binary name (without the path):
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//
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std::vector<std::string> tmp = ACGL::Utils::StringHelpers::split( std::string( argv[0] ), '/' );
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glfwSetWindowTitle(app.getGraphics()->getWindow(), tmp[tmp.size()-1].c_str() );
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// Ensure we can capture the escape key being pressed below
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@ -76,9 +72,7 @@ int main( int argc, char *argv[] )
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// Enable vertical sync (on cards that support it) with parameter 1 - 0 means off
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glfwSwapInterval( 0 );
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/////////////////////////////////////////////////////////////////////////////////////
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// OpenGL state:
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//
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glClearColor( 0.0, 0.0, 0.0, 1.0 );
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glEnable( GL_DEPTH_TEST );
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glEnable(GL_BLEND);
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