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* Guile-SDL2: (guile-sdl2).     SDL2 bindings for Guile.

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<span id="OpenGL"></span><div class="header">
<p>
Previous: <a href="Windows.html" accesskey="p" rel="prev">Windows</a>, Up: <a href="Window-Management.html" accesskey="u" rel="up">Window Management</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
</div>
<hr>
<span id="OpenGL-1"></span><h4 class="subsection">3.2.2 OpenGL</h4>

<dl>
<dt id="index-make_002dgl_002dcontext">Procedure: <strong>make-gl-context</strong> <em>window</em></dt>
<dd><p>Create an OpenGL context for <var>window</var>.
</p></dd></dl>

<dl>
<dt id="index-delete_002dgl_002dcontext_0021">Procedure: <strong>delete-gl-context!</strong> <em>context</em></dt>
<dd><p>Delete <var>context</var>, an OpenGL context object.
</p></dd></dl>

<dl>
<dt id="index-call_002dwith_002dgl_002dcontext">Procedure: <strong>call-with-gl-context</strong> <em>window proc</em></dt>
<dd><p>Call <var>proc</var> with a new OpenGL context created for <var>window</var>, and
close the context when <var>proc</var> returns or otherwise exits.
</p></dd></dl>

<dl>
<dt id="index-swap_002dgl_002dwindow">Procedure: <strong>swap-gl-window</strong> <em>window</em></dt>
<dd><p>Update <var>window</var> with OpenGL rendering.
</p></dd></dl>

<dl>
<dt id="index-set_002dgl_002dattribute_0021">Procedure: <strong>set-gl-attribute!</strong> <em>attr value</em></dt>
<dd><p>Set the OpenGL attribute represented by the symbol <var>attr</var> to
<var>value</var>.  Possible values for <var>attr</var> are:
</p>
<ul>
<li> <code>red-size</code>
</li><li> <code>green-size</code>
</li><li> <code>blue-size</code>
</li><li> <code>alpha-size</code>
</li><li> <code>buffer-size</code>
</li><li> <code>double-buffer</code>
</li><li> <code>depth-size</code>
</li><li> <code>stencil-size</code>
</li><li> <code>accum-red-size</code>
</li><li> <code>accum-green-size</code>
</li><li> <code>accum-blue-size</code>
</li><li> <code>stereo</code>
</li><li> <code>multisample-buffers</code>
</li><li> <code>multisample-samples</code>
</li><li> <code>retained-backing</code>
</li><li> <code>context-major-version</code>
</li><li> <code>context-minor-version</code>
</li><li> <code>context-egl</code>
</li><li> <code>context-flags</code>
</li><li> <code>context-profile-mask</code>
</li><li> <code>share-with-current-context</code>
</li><li> <code>framebuffer-srgb-capable</code>
</li></ul>

</dd></dl>

<dl>
<dt id="index-set_002dgl_002dswap_002dinterval_0021">Procedure: <strong>set-gl-swap-interval!</strong> <em>interval</em></dt>
<dd><p>Set the framebuffer swap interval for the current OpenGL context to the
type indicated by the symbol <var>interval</var>.  Possible values of
<var>interval</var> are:
</p>
<ul>
<li> <code>immediate</code>, for immediate updates
</li><li> <code>vsync</code>, for updates synchronized with the screen&rsquo;s vertical retrace
</li><li> <code>late-swap-tear</code>, for late swap tearing
</li></ul>

<p>Late swap tearing works the same as vsync, but if the vertical retrace
has been missed for a given frame, buffers are swapped immediately,
which might be less jarring for the user during occasional framerate
drops.
</p></dd></dl>




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