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JokeRe: USB eject notification Pin
Randor 8-Aug-17 4:43
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Randor 9-Aug-17 2:43
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QuestionCSplitterWnd with MDI Child Windows Pin
Member 1327791131-Jul-17 3:25
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QuestionRe: CSplitterWnd with MDI Child Windows Pin
David Crow31-Jul-17 3:49
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Member 1327791131-Jul-17 5:49
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Member 1327791131-Jul-17 19:45
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QuestionGood or Bad Idea: C++ OpenGL Application using PureMVC? Pin
DBPatric29-Jul-17 5:38
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AnswerRe: Good or Bad Idea: C++ OpenGL Application using PureMVC? Pin
leon de boer30-Jul-17 3:52
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DBPatric9-Aug-17 13:49
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leon de boer11-Aug-17 16:29
leon de boer11-Aug-17 16:29 
I will assume you are working with new OpenGL 3.3+ (If you aren't you need to switch now) you will have what amounts to a pile of Function pointers you will have got with wglGetProcAddress. Usually what you need to do is first start with that and put them in a class or object. Then build functionality on the class/object interface because you have everything contained. If you aren't comfortable with doing it yourself then use a library like GLEW which will wrangle all the function pointers for you. GLEW isn't great because you can't extend it easily but it's better than nothing.

If you haven't wrangled all the function pointers into a sort of API that is where you start.

Once you do that at a minimum you will be able to attach/change shaders and apply the matrixes to that class/object and it will store internally whatever it needs.

I usually set the class/object creation to take a window handle being the window you want to bind the OpenGL onto. The reason for doing that is when you run multiple windows each window will have it's own render context so you might as well bind the window into your object at construction. If you are using just one main OpenGL window the step will seem to have little benefit but the moment you start with multiple OpenGL windows you will get why you do it.
In vino veritas

QuestionDeclare member variable on stack or heap Pin
_Flaviu24-Jul-17 21:06
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_Flaviu25-Jul-17 0:13
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Victor Nijegorodov24-Jul-17 23:15
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