The purpose of this library is to provide an OpenGL Context
on as many
platforms as possible.
Building a WindowedContext<T>
A WindowedContext<T>
is composed of a Window
and an OpenGL
Context
.
Due to some operating-system-specific quirks, glutin prefers control over
the order of creation of the Context
and Window
. Here is an example
of building a WindowedContext<T>
:
# fn main() {
let el = glutin::event_loop::EventLoop::new();
let wb = glutin::window::WindowBuilder::new()
.with_title("Hello world!")
.with_inner_size(glutin::dpi::LogicalSize::new(1024.0, 768.0));
let windowed_context = glutin::ContextBuilder::new()
.build_windowed(wb, &el)
.unwrap();
# }
You can, of course, create a RawContext<T>
separately from an existing
window, however that may result in an suboptimal configuration of the window
on some platforms. In that case use the unsafe platform-specific
[RawContextExt
] available on unix operating systems and Windows.
You can also produce headless Context
s via the
[ContextBuilder::build_headless
] function.