On Fri, Oct 12, 2012 at 2:32 PM, PGGB <[email protected]> wrote:
> I've made big progress! I googled for the invalid-pixel-format-attributes 
> error on a whim and I ended up on some Java forum. Apparently the 
> core-profile flags clash with the windowed flag. Removing that I can create 
> now a window where
>
>         [ gl-version . ] into-window
>
> reports 3.2 and all the other usual GL functions work as well. I am very 
> happy about this!

Excellent! Good to know you can set up a standalone window in core
profile and have it work in the Factor UI. When you're ready to move
up from messing with null-world in the listener, you can subclass
world and implement these generics to control the window's behavior:

```
TUPLE: null-world < world ;
M: null-world begin-world drop ;
M: null-world end-world drop ;
M: null-world draw-world* drop ;
M: null-world resize-world drop ;
```

There's also a `game-world` base class that provides some integration
with Factor's various game libraries, like the game loop, raw
keyboard/mouse/gamepad input, and audio engine. The "terrain" demo
uses this directly with raw OpenGL; there are additional demos in
"gpu.demos.*" that use game-world with a higher-level thick binding
library over OpenGL.

-Joe

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