PUSH2(WGL_PIXEL_TYPE_ARB,WGL_TYPE_RGBA_ARB);/* Make sure we don't get a float or color index format */
/* Find a pixel format which EXACTLY matches our requirements (except for depth) */
PUSH2(WGL_SUPPORT_OPENGL_ARB,GL_TRUE);
for(i=0;i<nCfgs;i++){
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 */
BOOLexactDepthMatch=TRUE;
if(auxBuffers){
/* For now only accept RGBA formats. Perhaps some day we will
TRACE("Requesting 2 aux buffers\n");
* allow floating point formats for pbuffers. */
/* We like to have two aux buffers in backbuffer mode */
if(cfgs->iPixelType!=WGL_TYPE_RGBA_ARB)
PUSH2(WGL_AUX_BUFFERS_ARB,2);
continue;
/* In all cases except when we are in pbuffer-mode we need a window drawable format with double buffering. */
TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",cfgs->iPixelFormat,debug_d3dformat(ColorFormat),debug_d3dformat(DepthStencilFormat));