Chapter 2. OpenGL for Windows Programmers
We’re rich as son-of-a-bitch stew but look how homely we are, just as plain-folksy as Grandpappy back in 1836. We know about champagne and caviar but we talk hog and hominy.
This chapter is intended for programmers who are either new to OpenGL and learning it on a Windows platform or experienced with OpenGL on other platforms and learning the Windows-specific requirements for getting an OpenGL program up and running under Windows. This chapter covers the basics of getting a window ready to accept OpenGL calls. This involves getting a device context for the rendering window, selecting a pixel format, creating a rendering context for OpenGL to operate on, and, finally, cleaning up after all ...