Minor comment adjustments.
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@464 7f0cb862-5218-0410-a997-914c9d46530a
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@ -273,6 +273,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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window->Window.VisualInfo = fgChooseVisual( );
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else
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{
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/* XXX Why are menus double- and depth-buffered? */
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unsigned int current_DisplayMode = fgState.DisplayMode ;
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fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
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window->Window.VisualInfo = fgChooseVisual( );
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@ -336,11 +337,8 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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* XXX A: Not appreciably, but it WILL make it easier to debug.
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* XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
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* XXX turns off events that it doesn't need and is a whole lot
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* XXX more pleasant to trace. (Hint: Think mouse-motion!)
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* XXX
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* XXX It may make a difference in networked environments or on
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* XXX some very slow systems, but I think that that is secondary
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* XXX to making debugging easier.
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* XXX more pleasant to trace. (Think mouse-motion! Tons of
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* XXX ``bonus'' GUI events stream in.)
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*/
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winAttr.event_mask =
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StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
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@ -395,7 +393,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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);
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}
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/* window->Window.Context = fgStructure.MenuContext->Context ; */
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/* window->Window.Context = fgStructure.MenuContext->Context; */
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window->Window.Context = glXCreateContext(
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fgDisplay.Display, window->Window.VisualInfo,
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NULL, fgState.ForceDirectContext | fgState.TryDirectContext
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@ -1035,7 +1033,7 @@ void FGAPIENTRY glutFullScreen( void )
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rect.bottom - rect.top,
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SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
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SWP_NOZORDER
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);
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);
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#endif
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}
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}
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