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<div class="title">glcanvas.h File Reference</div> </div>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="classwx_g_l_context.html">wxGLContext</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight">An instance of a <a class="el" href="classwx_g_l_context.html" title="An instance of a wxGLContext represents the state of an OpenGL state machine and the connection betwe...">wxGLContext</a> represents the state of an OpenGL state machine and the connection between OpenGL and the system. <a href="classwx_g_l_context.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="classwx_g_l_canvas.html">wxGLCanvas</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="classwx_g_l_canvas.html" title="wxGLCanvas is a class for displaying OpenGL graphics.">wxGLCanvas</a> is a class for displaying OpenGL graphics. <a href="classwx_g_l_canvas.html#details">More...</a><br/></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:adb49720dc49f7d4e4cf9adbf2948e409"><td class="memItemLeft" align="right" valign="top">enum  </td><td class="memItemRight" valign="bottom">{ <br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a8801f84d6ba28f32bd7fe0081776a409">WX_GL_RGBA</a> = 1,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409adba00c5d18c26535641d772f9147d9b2">WX_GL_BUFFER_SIZE</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409aa75a4e738b4fa60c91409090f40d7a40">WX_GL_LEVEL</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a0d1332f758e5786302dafc368e1bcf0f">WX_GL_DOUBLEBUFFER</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409adc51e1591624b104946f7a32e47c5b8d">WX_GL_STEREO</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a435c0b92e0dadd6e3892941349a70f09">WX_GL_AUX_BUFFERS</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409aad2f4337420e252397ba2ffdfc755e2f">WX_GL_MIN_RED</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a5649ba024bc108d2a628aba56362875b">WX_GL_MIN_GREEN</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409af42abbf665f08660a99bc299432cc8a9">WX_GL_MIN_BLUE</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a13ade33a812937c8920c1c917f281f46">WX_GL_MIN_ALPHA</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a82592856bf43fc99e64da03a6433de09">WX_GL_DEPTH_SIZE</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409aa43d513233ac9e7b47b99fdfff31007d">WX_GL_STENCIL_SIZE</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409aa278cbceb0aa3ebaff1f69be15b22352">WX_GL_MIN_ACCUM_RED</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a47ac5a8c86dc7ff1cec9c631a508cd6f">WX_GL_MIN_ACCUM_GREEN</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a05b1ef6835008dbb427b40e54b398aa3">WX_GL_MIN_ACCUM_BLUE</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a48b43a7286a0046dcc2ba81442fd069f">WX_GL_MIN_ACCUM_ALPHA</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409a809a66aa921b226c6bd4f479e4f612be">WX_GL_SAMPLE_BUFFERS</a>,
<br/>
  <a class="el" href="glcanvas_8h.html#adb49720dc49f7d4e4cf9adbf2948e409acb621c52c601778f375ec67390325e59">WX_GL_SAMPLES</a>
<br/>
}</td></tr>
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<h2 class="groupheader">Enumeration Type Documentation</h2>
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<td class="memname">anonymous enum</td>
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<p><a class="anchor" id="wxGL_FLAGS"></a> Constants for use with <a class="el" href="classwx_g_l_canvas.html" title="wxGLCanvas is a class for displaying OpenGL graphics.">wxGLCanvas</a>.</p>
<dl class="section note"><dt>Note</dt><dd>Not all implementations support options such as stereo, auxiliary buffers, alpha channel, and accumulator buffer, use <a class="el" href="classwx_g_l_canvas.html#aea68f828d3673d1c4d4f1a8e27abbc90" title="Determines if a canvas having the specified attributes is available.">wxGLCanvas::IsDisplaySupported()</a> to check for individual attributes support. </dd></dl>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a8801f84d6ba28f32bd7fe0081776a409"></a>WX_GL_RGBA</em> </td><td>
<p>Use true color (the default if no attributes at all are specified); do not use a palette. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409adba00c5d18c26535641d772f9147d9b2"></a>WX_GL_BUFFER_SIZE</em> </td><td>
<p>Specifies the number of bits for buffer if not WX_GL_RGBA. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409aa75a4e738b4fa60c91409090f40d7a40"></a>WX_GL_LEVEL</em> </td><td>
<p>Must be followed by 0 for main buffer, >0 for overlay, <0 for underlay. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a0d1332f758e5786302dafc368e1bcf0f"></a>WX_GL_DOUBLEBUFFER</em> </td><td>
<p>Use double buffering if present (on if no attributes specified). </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409adc51e1591624b104946f7a32e47c5b8d"></a>WX_GL_STEREO</em> </td><td>
<p>Use stereoscopic display. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a435c0b92e0dadd6e3892941349a70f09"></a>WX_GL_AUX_BUFFERS</em> </td><td>
<p>Specifies number of auxiliary buffers. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409aad2f4337420e252397ba2ffdfc755e2f"></a>WX_GL_MIN_RED</em> </td><td>
<p>Use red buffer with most bits (> MIN_RED bits) </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a5649ba024bc108d2a628aba56362875b"></a>WX_GL_MIN_GREEN</em> </td><td>
<p>Use green buffer with most bits (> MIN_GREEN bits) </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409af42abbf665f08660a99bc299432cc8a9"></a>WX_GL_MIN_BLUE</em> </td><td>
<p>Use blue buffer with most bits (> MIN_BLUE bits) </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a13ade33a812937c8920c1c917f281f46"></a>WX_GL_MIN_ALPHA</em> </td><td>
<p>Use alpha buffer with most bits (> MIN_ALPHA bits) </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a82592856bf43fc99e64da03a6433de09"></a>WX_GL_DEPTH_SIZE</em> </td><td>
<p>Specifies number of bits for Z-buffer (typically 0, 16 or 32). </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409aa43d513233ac9e7b47b99fdfff31007d"></a>WX_GL_STENCIL_SIZE</em> </td><td>
<p>Specifies number of bits for stencil buffer. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409aa278cbceb0aa3ebaff1f69be15b22352"></a>WX_GL_MIN_ACCUM_RED</em> </td><td>
<p>Specifies minimal number of red accumulator bits. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a47ac5a8c86dc7ff1cec9c631a508cd6f"></a>WX_GL_MIN_ACCUM_GREEN</em> </td><td>
<p>Specifies minimal number of green accumulator bits. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a05b1ef6835008dbb427b40e54b398aa3"></a>WX_GL_MIN_ACCUM_BLUE</em> </td><td>
<p>Specifies minimal number of blue accumulator bits. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a48b43a7286a0046dcc2ba81442fd069f"></a>WX_GL_MIN_ACCUM_ALPHA</em> </td><td>
<p>Specifies minimal number of alpha accumulator bits. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409a809a66aa921b226c6bd4f479e4f612be"></a>WX_GL_SAMPLE_BUFFERS</em> </td><td>
<p>1 for multisampling support (antialiasing) </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="adb49720dc49f7d4e4cf9adbf2948e409acb621c52c601778f375ec67390325e59"></a>WX_GL_SAMPLES</em> </td><td>
<p>4 for 2x2 antialiasing supersampling on most graphics cards </p>
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