rusty_snek_gaem/target/doc/window/trait.OpenGLWindow.html
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="API documentation for the Rust `OpenGLWindow` trait in crate `window`."><meta name="keywords" content="rust, rustlang, rust-lang, OpenGLWindow"><title>window::OpenGLWindow - Rust</title><link rel="stylesheet" type="text/css" href="../normalize.css"><link rel="stylesheet" type="text/css" href="../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../dark.css"><link rel="stylesheet" type="text/css" href="../light.css" id="themeStyle"><script src="../storage.js"></script></head><body class="rustdoc trait"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">&#9776;</div><p class='location'>Trait OpenGLWindow</p><div class="sidebar-elems"><div class="block items"><a class="sidebar-title" href="#required-methods">Required Methods</a><div class="sidebar-links"><a href="#tymethod.get_proc_address">get_proc_address</a><a href="#tymethod.is_current">is_current</a><a href="#tymethod.make_current">make_current</a></div><a class="sidebar-title" href="#implementors">Implementors</a></div><p class='location'><a href='index.html'>window</a></p><script>window.sidebarCurrent = {name: 'OpenGLWindow', ty: 'trait', relpath: ''};</script><script defer src="sidebar-items.js"></script></div></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><input class="search-input" name="search" autocomplete="off" placeholder="Click or press S to search, ? for more options…" type="search"><a id="settings-menu" href="../settings.html"><img src="../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><h1 class='fqn'><span class='in-band'>Trait <a href='index.html'>window</a>::<wbr><a class="trait" href=''>OpenGLWindow</a></span><span class='out-of-band'><span id='render-detail'><a id="toggle-all-docs" href="javascript:void(0)" title="collapse all docs">[<span class='inner'>&#x2212;</span>]</a></span><a class='srclink' href='../src/window/lib.rs.html#319-330' title='goto source code'>[src]</a></span></h1><div class="docblock type-decl"><pre class='rust trait'>pub trait OpenGLWindow: <a class="trait" href="../window/trait.Window.html" title="trait window::Window">Window</a> {
fn <a href='#tymethod.get_proc_address' class='fnname'>get_proc_address</a>(&amp;mut self, proc_name: &amp;<a class="primitive" href="https://doc.rust-lang.org/nightly/std/primitive.str.html">str</a>) -&gt; <a class="type" href="../window/type.ProcAddress.html" title="type window::ProcAddress">ProcAddress</a>;
<div class='item-spacer'></div> fn <a href='#tymethod.is_current' class='fnname'>is_current</a>(&amp;self) -&gt; <a class="primitive" href="https://doc.rust-lang.org/nightly/std/primitive.bool.html">bool</a>;
<div class='item-spacer'></div> fn <a href='#tymethod.make_current' class='fnname'>make_current</a>(&amp;mut self);
}</pre></div><div class='docblock'><p>Trait for OpenGL specific operations on a window.</p>
<p>OpenGL uses a strategy called &quot;function pointer loading&quot;
to hook up the higher level graphics APIs with the OpenGL
driver. Which function pointers to load depends on the
hardware capabilities and version of OpenGL. By using the
<a href="trait.OpenGLWindow.html"><code>OpenGLWindow</code></a>
trait, the higher level graphics API can load
functions from the window backend with the version set up
using the <code>WindowSettings</code> structure.</p>
<p>For more information about function pointer loading, see
https://www.opengl.org/wiki/Load_OpenGL_Functions</p>
</div>
<h2 id='required-methods' class='small-section-header'>
Required Methods<a href='#required-methods' class='anchor'></a>
</h2>
<div class='methods'>
<h3 id='tymethod.get_proc_address' class='method'><span id='get_proc_address.v' class='invisible'><code>fn <a href='#tymethod.get_proc_address' class='fnname'>get_proc_address</a>(&amp;mut self, proc_name: &amp;<a class="primitive" href="https://doc.rust-lang.org/nightly/std/primitive.str.html">str</a>) -&gt; <a class="type" href="../window/type.ProcAddress.html" title="type window::ProcAddress">ProcAddress</a></code></span></h3><div class='docblock'><p>Returns the address of the specified OpenGL function if it exists.</p>
<p>If the function does not exist, it returns a null pointer.</p>
</div><h3 id='tymethod.is_current' class='method'><span id='is_current.v' class='invisible'><code>fn <a href='#tymethod.is_current' class='fnname'>is_current</a>(&amp;self) -&gt; <a class="primitive" href="https://doc.rust-lang.org/nightly/std/primitive.bool.html">bool</a></code></span></h3><div class='docblock'><p>Returns true if this window's gl context is the current gl context.</p>
</div><h3 id='tymethod.make_current' class='method'><span id='make_current.v' class='invisible'><code>fn <a href='#tymethod.make_current' class='fnname'>make_current</a>(&amp;mut self)</code></span></h3><div class='docblock'><p>Make the window's gl context the current gl context.</p>
</div></div><h2 id='implementors' class='small-section-header'>Implementors<a href='#implementors' class='anchor'></a></h2><ul class='item-list' id='implementors-list'></ul><script type="text/javascript">window.inlined_types=new Set([]);</script><script type="text/javascript" async
src="../implementors/window/trait.OpenGLWindow.js">
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