Ryan C. Gordon 507659c6ac x11: Make a sacrificial glX context to check for extensions during init.
This is necessary because we need to see if GLES compat extensions exist.

All of this code (including ShouldUseTextureFramebuffer()) should be
revisited after 2.0.6 ships; ideally we don't make throwaway contexts if
we can avoid it...but maybe we can't. I hear Vulkan is pretty cool.

Fixes Bugzilla #3725.
2017-09-01 13:27:53 -04:00
2017-08-27 22:15:57 -04:00
2017-08-29 18:25:55 -04:00
2017-08-27 22:15:57 -04:00
2017-01-01 18:33:28 -08:00
2017-02-16 16:59:07 -05:00
2017-08-27 22:15:57 -04:00
2016-01-12 22:23:53 +01:00

                         Simple DirectMedia Layer

                                  (SDL)

                                Version 2.0

---
https://www.libsdl.org/

Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.

More extensive documentation is available in the docs directory, starting
with README.md

Enjoy!
	Sam Lantinga				(slouken@libsdl.org)
Description
Simple Directmedia Layer
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