Load OpenGL library, redirect debug output to our logger. You can pass a null logger if you don't want logging.
Releases the OpenGL dynamic library. All resources should have been released at this point, since you won't be able to call any OpenGL function afterwards.
Check for pending OpenGL errors, log a message if there is. Only for debug purpose since this check will be disabled in a release build.
Calls glGetIntegerv and gives back the requested integer.
Tries to detect the driver maker.
Redirects OpenGL debug output to the Logger. You still has to use glDebugMessageControl to set which messages are emitted. For example, to enable all messages, use: glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, null, GL_TRUE);
Reload OpenGL function pointers. Once a first OpenGL context has been created, you should call reload() to get the context you want.
Checks pending OpenGL errors.
Checks pending OpenGL errors.
Sets the "active texture" which is more precisely active texture unit.
This object is passed around to other OpenGL wrapper objects to ensure library loading. Create one to use OpenGL.