1. Should I be compiling my application(VS2010) as a console app?
2. When I close my app it hangs on the RenderWindow.Close() function then prints "Failed to share OpenGL context" to the console(It is really to fast to read so I think this is what it is saying). Let me try to post the relevant code...
in the Engine class.
public virtual void init()
{
// global game objects.
MP._engine = this;
MP.renderTarget = new RenderWindow(new VideoMode(MP.width, MP.height, MP.bpp), MP.windowName);
MP.renderTarget.Closed += new EventHandler(onClosed);
MP._world = new World();
}
private void onClosed(object sender, EventArgs e)
{
MP._exit = true;
}
public int gameLoop()
{
while (!MP._exit)
{
MP.renderTarget.DispatchEvents();
MP.renderTarget.Clear();
// Switch worlds if needed.
if (MP._goto != null)
{
MP._world.end();
MP._world = MP._goto;
MP._goto = null;
MP._world.start();
}
MP._world.preUpdate();
MP._world.Update();
MP._world.postUpdate();
MP._world.render();
}
MP.renderTarget.Close();
return 0;
}
I am screwing something up with releasing the OpenGL context but I can't figure it out...
EDIT: I have no idea what I did to fix this. I just noticed that it stopped when I added MP.renderTarget.Display() after MP._world.render().