Right now we have two distinct resources to handle windows:
- Our "og" Window plugin, that includes some OpenGL logic inside
- Our "new" GLFWWindow resource that only stores a raw pointer to a GLFWWindow (nasty)
We should only use the og Window plugin.
Warning: some logic from the OpenGL's wrapper may interfere with our existing Window implementation. Please test against a demo project to verify everything still works.
Right now we have two distinct resources to handle windows:
We should only use the og Window plugin.
Warning: some logic from the OpenGL's wrapper may interfere with our existing Window implementation. Please test against a demo project to verify everything still works.