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Import OpenGL->glBlendfuncSeparate
Posted: Wed Dec 02, 2020 6:10 pm
by sq4
For some sprites which I display in a windowedscreen, I need to use
glBlendfuncSeparate instead of the PB function SpriteBlendingMode(Blend_Source,Blend_Destination).
This is what I do:
Code: Select all
Import "Opengl32.lib"
glBlendFuncSeparate(a.l,b.l,c.l,d.l)
EndImport
This is what I get:
CompilerOptions :
Yep, it's a DLL since it 's a VST-plugin.
Anybody any idea?
Re: Import OpenGL->glBlendfuncSeparate
Posted: Thu Dec 03, 2020 7:35 am
by Mijikai
Try this:
Code: Select all
EnableExplicit
Prototype.i PROT_glBlendFuncSeparate(srcRGB.i,dstRGB.i,srcAlpha.i,dstAlpha.i)
Global glBlendFuncSeparate_.PROT_glBlendFuncSeparate
;you need to have a opengl context for this to work!
glBlendFuncSeparate_ = wglGetProcAddress_("glBlendFuncSeparate")
Debug glBlendFuncSeparate_
End
Re: Import OpenGL->glBlendfuncSeparate
Posted: Thu Dec 03, 2020 1:11 pm
by sq4
Mijikai wrote:Try this:
Code: Select all
EnableExplicit
Prototype.i PROT_glBlendFuncSeparate(srcRGB.i,dstRGB.i,srcAlpha.i,dstAlpha.i)
Global glBlendFuncSeparate_.PROT_glBlendFuncSeparate
;you need to have a opengl context for this to work!
glBlendFuncSeparate_ = wglGetProcAddress_("glBlendFuncSeparate")
Debug glBlendFuncSeparate_
End
Great, never heard of wglGetProcAddress_() function.
But now rises the next question : how to get an openGL context from a WindowedScreen()?
Re: Import OpenGL->glBlendfuncSeparate
Posted: Thu Dec 03, 2020 1:40 pm
by Mijikai
OpenWindowedSrceen() (with OpenGL as subsystem) should create the context.
wglGetProcAddress_() should work then.
Re: Import OpenGL->glBlendfuncSeparate
Posted: Thu Dec 03, 2020 3:10 pm
by sq4
Mijikai wrote:OpenWindowedSrceen() (with OpenGL as subsystem) should create the context.
wglGetProcAddress_() should work then.
Oh, it's that simple!
Thanks a lot.
