Game Development Reference
In-Depth Information
The final argument is an instance of ContextSettings . This structure is a collection of
settings, which describes the desired rendering context. SFML uses OpenGL for rendering
under the hood and thus those settings are directly relevant to it. The available context set-
tings are as follows:
depthBits : This refers to the number of depth buffer bits
stencilBits : This refers to the number of stencil buffer bits
antialiasingLevel : This refers to the requested number of multisampling
majorVersion and minorVersion : These refer to the requested version of
Each of these settings will be explained in more detail in Chapter 5 , Manipulating a 2D
Camera , where you will learn how to render things directly using OpenGL.
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