If you want to limit the drawing area, just use a DirectDrawClipper. No?
Not sure how you'd do this in OpenGL though. I've never used it.
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If you want to limit the drawing area, just use a DirectDrawClipper. No?
Not sure how you'd do this in OpenGL though. I've never used it.
Jerry
[This message has been edited by JD (edited December 13, 1999).]
[This message has been edited by Gromit (edited December 13, 1999).]
what you need to do:
*On creation of the window, grab its HDC.
*Fill in a PIXELFORMATDESCRIPTOR structure. Its huge, and has tons of values. do a lot of research to determine what you need.
*use the ChoosePixelFormat()(or DescribePixelFormat()) and SetPixelFormat() functions with the HDC to describe the pixel capabilities for the drawing device.
*Use the wglCreateContext() function to set up OpenGL support on your HDC.
*Use the wglMakeCurrent() function to cause the OpenGl interface to draw on the DC.
From here, you start using OpenGl as normal. All OpenGL drawing functions will draw to that DC. The acutal use of OpenGl is better explained elsewhere. =)
Hope that is useful info...
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*oof*