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minor changes
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parent
7dc33c2dce
commit
f7210e4dec
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@ -7,7 +7,12 @@ use winit::{
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dpi::PhysicalSize
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dpi::PhysicalSize
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};
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};
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use glium::{Display, Surface, Version, Api};
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use glium::{Display, Surface, Version, Api};
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use glutin::{surface::WindowSurface, display::{GetGlDisplay, GlDisplay}, context::NotCurrentGlContext};
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use glutin::{
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prelude::*,
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context::ContextAttributesBuilder,
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surface::{WindowSurface, SurfaceAttributesBuilder},
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display::GetGlDisplay,
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};
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use glam::{Vec3, UVec2};
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use glam::{Vec3, UVec2};
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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@ -88,7 +93,7 @@ impl Renderer {
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let display_builder = glutin_winit::DisplayBuilder::new().with_window_builder(Some(wb));
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let display_builder = glutin_winit::DisplayBuilder::new().with_window_builder(Some(wb));
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let config_template_builder = glutin::config::ConfigTemplateBuilder::new();
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let config_template_builder = glutin::config::ConfigTemplateBuilder::new();
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let (window, gl_config) = display_builder
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let (window, gl_config) = display_builder
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.build(&event_loop, config_template_builder, |mut configs| {
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.build(event_loop, config_template_builder, |mut configs| {
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configs.next().unwrap()
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configs.next().unwrap()
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})
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})
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.unwrap();
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.unwrap();
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@ -96,7 +101,7 @@ impl Renderer {
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// Now we get the window size to use as the initial size of the Surface
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// Now we get the window size to use as the initial size of the Surface
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let (width, height): (u32, u32) = window.inner_size().into();
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let (width, height): (u32, u32) = window.inner_size().into();
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let attrs = glutin::surface::SurfaceAttributesBuilder::<glutin::surface::WindowSurface>::new().build(
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let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
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window.raw_window_handle(),
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window.raw_window_handle(),
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NonZeroU32::new(width).unwrap(),
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NonZeroU32::new(width).unwrap(),
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NonZeroU32::new(height).unwrap(),
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NonZeroU32::new(height).unwrap(),
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@ -104,7 +109,7 @@ impl Renderer {
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// Finally we can create a Surface, use it to make a PossiblyCurrentContext and create the glium Display
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// Finally we can create a Surface, use it to make a PossiblyCurrentContext and create the glium Display
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let surface = unsafe { gl_config.display().create_window_surface(&gl_config, &attrs).unwrap() };
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let surface = unsafe { gl_config.display().create_window_surface(&gl_config, &attrs).unwrap() };
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let context_attributes = glutin::context::ContextAttributesBuilder::new().build(Some(window.raw_window_handle()));
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let context_attributes = ContextAttributesBuilder::new().build(Some(window.raw_window_handle()));
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let current_context = unsafe {
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let current_context = unsafe {
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gl_config.display().create_context(&gl_config, &context_attributes).expect("failed to create context")
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gl_config.display().create_context(&gl_config, &context_attributes).expect("failed to create context")
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}.make_current(&surface).unwrap();
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}.make_current(&surface).unwrap();
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