Before we start using any of the OpenGL calls, we need to make sure that the graphics context is initialized. The context holds the data (states, default framebuffer, and so on) which allows OpenGL to function. This is done automatically when we create a
To use any OpenGL calls, we need to include
<SFML/OpenGL.hpp>. This is the common header file that SFML provides for us to use on all platforms. It is also important to mention that we do not need to use the familiar
RenderWindow class if we are going to render everything using only OpenGL. The
Window class will suite us just fine. On the other hand, if we ...