PUSH2(WGL_PIXEL_TYPE_ARB,WGL_TYPE_RGBA_ARB);/* Make sure we don't get a float or color index format */
PUSH2(WGL_SUPPORT_OPENGL_ARB,GL_TRUE);
PUSH2(WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB);/* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
if(auxBuffers){
TRACE("Requesting 2 aux buffers\n");
/* We like to have two aux buffers in backbuffer mode */
PUSH2(WGL_AUX_BUFFERS_ARB,2);
PUSH2(WGL_DRAW_TO_WINDOW_ARB,GL_TRUE);/* We want to draw to a window */
PUSH2(WGL_DOUBLE_BUFFER_ARB,GL_TRUE);
}elseif(pbuffer){
PUSH2(WGL_DRAW_TO_PBUFFER_ARB,GL_TRUE);/* We need pbuffer support; doublebuffering isn't needed */
}else{
PUSH2(WGL_DRAW_TO_WINDOW_ARB,GL_TRUE);/* We want to draw to a window */
PUSH2(WGL_DRAW_TO_WINDOW_ARB,GL_TRUE);/* We want to draw to a window */
PUSH2(WGL_DOUBLE_BUFFER_ARB,GL_TRUE);
PUSH2(WGL_PIXEL_TYPE_ARB,WGL_TYPE_RGBA_ARB);/* Make sure we don't get a float or color index format */
PUSH2(WGL_SUPPORT_OPENGL_ARB,GL_TRUE);
PUSH2(WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB);/* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */