Wgl.wglSetPixelFormat vs. Gdi.SetPixelFormat
Hi everyone,
I'm very new to the Tao Framework although I have quite some experience with OpenGL already--but I've used different bindings so far...
I'm a bit confused about the behavior of the Wgl.wglSetPixelFormat method (Tao.Platoform.Windows). When I'm trying to set a pixelformat using wglSetPixelFormat, the method returns true but a subsequent call to Wgl.wglCreateContext on the same device context returns 0. If I only replace Wgl.wglSetPixelFormat with Gdi.SetPixelFormat and leave all parameters unchanged, SetPixelFormat also returns true and Wgl.wglCreateContext will then be able to create a valid rendering context on the device context whose pixelformat has just been set.
So what's the fundamental difference between Wgl.wglSetPixelFormat and Gdi.SetPixelFormat and why does the first fail while still returning true?
Thank you very much for your help!

I don't exactly know why
I don't exactly know why their behaviour is different, but the fundamental difference is that Gdi.SetPixelFormat links to the Windows gdi32.dll (see msdn), while Wgl.wglSetPixelFormat links to OpenGL32.dll, which is probably provided by your graphics card driver.
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