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Documentation work.
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@@ -70,20 +70,21 @@ GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
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@endcode
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The window never needs to be shown and its context can be used as a plain
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offscreen context. The size of a hidden window's framebuffer may not be usable
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or modifiable, so framebuffer objects are recommended for rendering with such
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contexts.
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offscreen context. Depending on the window manager, the size of a hidden
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window's framebuffer may not be usable or modifiable, so framebuffer
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objects are recommended for rendering with such contexts.
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__OS X:__ The first time a window is created the menu bar is populated with
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common commands like Hide, Quit and About. This can be disabled with a
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[compile-time option](@ref compile_options_osx).
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common commands like Hide, Quit and About. This is not desirable for example
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when writing a command-line only application. The menu bar setup can be
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disabled with a [compile-time option](@ref compile_options_osx).
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@section context_current Current context
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Before you can make OpenGL or OpenGL ES calls, you need to have a current
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context of the proper type. The context encapsulates all render state and all
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objects like textures and shaders.
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context of the correct type. A context can only be current for a single thread
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at a time, and a thread can only have a single context current at a time.
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A context is made current with @ref glfwMakeContextCurrent.
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@@ -97,9 +98,14 @@ The current context is returned by @ref glfwGetCurrentContext.
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GLFWwindow* window = glfwGetCurrentContext();
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@endcode
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@note A context can only be current for a single thread at a time, and a thread
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can only have a single context current at a time.
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The following GLFW functions require a context to be current:
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- @ref glfwSwapInterval
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- @ref glfwExtensionSupported
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- @ref glfwGetProcAddress
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Calling any these functions without a current context will generate a @ref
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GLFW_NO_CURRENT_CONTEXT error.
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@section context_swap Buffer swapping
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@@ -150,9 +156,9 @@ written to the `output` directory.
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python main.py --no-loader --out-path output
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@endcode
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@note The `--no-loader` option is used because GLFW already provides a function
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for loading OpenGL and OpenGL ES function pointers and glad can use this instead
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of having to add its own.
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The `--no-loader` option is added because GLFW already provides a function for
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loading OpenGL and OpenGL ES function pointers and glad can call this instead of
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having to implement its own.
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Add the generated `output/src/glad.c`, `output/include/glad/glad.h` and
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`output/include/KHR/khrplatform.h` files to your build. Then you need to
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