diff --git a/freeglut/freeglut/src/freeglut_window.c b/freeglut/freeglut/src/freeglut_window.c index 67b94c3..60a72f1 100644 --- a/freeglut/freeglut/src/freeglut_window.c +++ b/freeglut/freeglut/src/freeglut_window.c @@ -273,6 +273,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, window->Window.VisualInfo = fgChooseVisual( ); else { + /* XXX Why are menus double- and depth-buffered? */ unsigned int current_DisplayMode = fgState.DisplayMode ; fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ; window->Window.VisualInfo = fgChooseVisual( ); @@ -336,11 +337,8 @@ void fgOpenWindow( SFG_Window* window, const char* title, * XXX A: Not appreciably, but it WILL make it easier to debug. * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT * XXX turns off events that it doesn't need and is a whole lot - * XXX more pleasant to trace. (Hint: Think mouse-motion!) - * XXX - * XXX It may make a difference in networked environments or on - * XXX some very slow systems, but I think that that is secondary - * XXX to making debugging easier. + * XXX more pleasant to trace. (Think mouse-motion! Tons of + * XXX ``bonus'' GUI events stream in.) */ winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | ExposureMask | @@ -395,7 +393,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, ); } -/* window->Window.Context = fgStructure.MenuContext->Context ; */ + /* window->Window.Context = fgStructure.MenuContext->Context; */ window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, NULL, fgState.ForceDirectContext | fgState.TryDirectContext @@ -1035,7 +1033,7 @@ void FGAPIENTRY glutFullScreen( void ) rect.bottom - rect.top, SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOZORDER - ); + ); #endif } }