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GLContext (LWJGL API)
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org.lwjgl.opengles</FONT>
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Class GLContext</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../resources/inherit.gif" ALT="extended by "><B>org.lwjgl.opengles.GLContext</B>
</PRE>
<HR>
<DL>
<DT><PRE>public final class <B>GLContext</B><DT>extends java.lang.Object</DL>
</PRE>
<P>
<p/>
Manages GL contexts. Before any rendering is done by a LWJGL system, a call should be made to GLContext.useContext() with a
context. This will ensure that GLContext has an accurate reflection of the current context's capabilities and function
pointers.
<p/>
This class is thread-safe in the sense that multiple threads can safely call all public methods. The class is also
thread-aware in the sense that it tracks a per-thread current context (including capabilities and function pointers).
That way, multiple threads can have multiple contexts current and render to them concurrently.
<P>
<P>
<DL>
<DT><B>Version:</B></DT>
<DD>$Revision: 3279 $
$Id: GLContext.java 3279 2010-03-11 21:06:49Z spasi $</DD>
<DT><B>Author:</B></DT>
<DD>elias_naur <elias_naur@users.sourceforge.net></DD>
</DL>
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<TD><CODE><B><A HREF="../../../org/lwjgl/opengles/GLContext.html#GLContext()">GLContext</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;<A HREF="../../../org/lwjgl/opengles/ContextCapabilities.html" title="class in org.lwjgl.opengles">ContextCapabilities</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../org/lwjgl/opengles/GLContext.html#getCapabilities()">getCapabilities</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the current capabilities instance.</TD>
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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../org/lwjgl/opengles/GLContext.html#loadOpenGLLibrary()">loadOpenGLLibrary</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If the OpenGL reference count is 0, the library is loaded.</TD>
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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../org/lwjgl/opengles/GLContext.html#unloadOpenGLLibrary()">unloadOpenGLLibrary</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The OpenGL library reference count is decremented, and if it reaches 0, the library is unloaded.</TD>
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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../org/lwjgl/opengles/GLContext.html#useContext(java.lang.Object)">useContext</A></B>(java.lang.Object&nbsp;context)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Makes a GL context the current LWJGL context by loading GL function pointers.</TD>
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<A NAME="GLContext()"><!-- --></A><H3>
GLContext</H3>
<PRE>
public <B>GLContext</B>()</PRE>
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<A NAME="getCapabilities()"><!-- --></A><H3>
getCapabilities</H3>
<PRE>
public static <A HREF="../../../org/lwjgl/opengles/ContextCapabilities.html" title="class in org.lwjgl.opengles">ContextCapabilities</A> <B>getCapabilities</B>()</PRE>
<DL>
<DD>Get the current capabilities instance. It contains the flags used
to test for support of a particular extension.
<P>
<DD><DL>
<DT><B>Returns:</B><DD>The current capabilities instance.</DL>
</DD>
</DL>
<HR>
<A NAME="useContext(java.lang.Object)"><!-- --></A><H3>
useContext</H3>
<PRE>
public static void <B>useContext</B>(java.lang.Object&nbsp;context)
throws <A HREF="../../../org/lwjgl/LWJGLException.html" title="class in org.lwjgl">LWJGLException</A></PRE>
<DL>
<DD>Makes a GL context the current LWJGL context by loading GL function pointers. The context must be current before a call to
this method! Instead it simply ensures that the current context is reflected accurately by GLContext's extension caps and
function pointers. Use useContext(null) when no context is active. <p>If the context is the same as last time, then this is
a no-op. <p>If the context has not been encountered before it will be fully initialized from scratch. Otherwise a cached set
of caps and function pointers will be used. <p>The reference to the context is held in a weak reference; therefore if no
strong reference exists to the GL context it will automatically be forgotten by the VM at an indeterminate point in the
future, freeing up a little RAM.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>context</CODE> - The context object, which uniquely identifies a GL context. If context is null, the native stubs are
unloaded.
<DT><B>Throws:</B>
<DD><CODE><A HREF="../../../org/lwjgl/LWJGLException.html" title="class in org.lwjgl">LWJGLException</A></CODE> - if context non-null, and the gl library can't be loaded or the basic GL11 functions can't be loaded</DL>
</DD>
</DL>
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<A NAME="loadOpenGLLibrary()"><!-- --></A><H3>
loadOpenGLLibrary</H3>
<PRE>
public static void <B>loadOpenGLLibrary</B>()
throws <A HREF="../../../org/lwjgl/LWJGLException.html" title="class in org.lwjgl">LWJGLException</A></PRE>
<DL>
<DD>If the OpenGL reference count is 0, the library is loaded. The reference count is then incremented.
<P>
<DD><DL>
<DT><B>Throws:</B>
<DD><CODE><A HREF="../../../org/lwjgl/LWJGLException.html" title="class in org.lwjgl">LWJGLException</A></CODE></DL>
</DD>
</DL>
<HR>
<A NAME="unloadOpenGLLibrary()"><!-- --></A><H3>
unloadOpenGLLibrary</H3>
<PRE>
public static void <B>unloadOpenGLLibrary</B>()</PRE>
<DL>
<DD>The OpenGL library reference count is decremented, and if it reaches 0, the library is unloaded.
<P>
<DD><DL>
</DL>
</DD>
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