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Re: anyone point me to an OpenGL declare project?

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: anyone point me to an OpenGL declare project?
From: Asher Dunn <asher at fireyesoftware dot com>
Date: Tue, 26 Sep 2006 15:41:18 -0400
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References: <4516BF39 dot 10002 at rpgportland dot com> <11AC41CD-A7F2-45BF-A530-C67EE1B97BE0 at fireyesoftware dot com> <45174B34 dot 4040001 at rpgportland dot com> <BBA7B3E3-9BB3-4C92-9204-100490052C2E at fireyesoftware dot com> <4518A683 dot 7040105 at rpgportland dot com> <4518E326 dot 8000806 at rpgportland dot com>
Yeah, that's how I remember "solving" error 6. Ignoring it worked perfectly fine, and I still don't know what causes it. Error 6 is ERROR_INVALID_HANDLE, pretty much the same thing as 1400 (ERROR_INVALID_WINDOW_HANDLE). Any more experienced Windows programmers out there who might be able to shed some light on this? The code in question is available at http://www.fireyesoftware.com/ developer/opengldeclares/

Asher

-------------------------
Asher Dunn
Head Developer, Fireye Software
http://www.fireyesoftware.com/
AIM, Yahoo, MSN: crazedglkid


On Sep 26, 2006, at 4:21 AM, Fargo Holiday wrote:

Okayyy....
So, on a whim, I commented out the error checking block inside setupcontext, and voila, the demo ran. I tried it a couple of times, goofed around, came back to run it again, and it was throwing error 6 again. So, I searched a bit and found the second error checking block that could throw that message and commented it out. Now it's running again. I moved the init code back into open and still received the error 1400 message, so I commented out the error checking block inside CreatePixelFormat and again, it's cool. So.. with greatly reduced error checking, it seems to work fine.

So, any thoughts there? I'm not one to advocate simply not checking errors.

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