I am trying to create an OpenGL application on windows. As far as I can understand, one of the first things I must acquire is a Device Context, which must be passed on to a couple of functions that choose and set a pixel format and create a rendering context. I used the OpenGL wiki to get a rough idea about what I should do. My code is something like:
#include <iostream>
#include <windef.h>
#include <wingdi.h>
HDC hdc;
int main() {
hdc = wglGetCurrentDC();
std::cout << "HDC: " << hdc << std::endl;
return 0;
}
This prints
HDC: 0
I assumed a Device Context refers to a physical device, but I read somewhere that it refers to any drawable "surface". In both cases is my question: how can I obtain a non-null DC? Or should I perform a completely different set of steps in order to set up this whole OpenGL system?
I found a lot of tutorials online, but they all use GLUT, GLEW, GLFW, X11, SDL etc. which are libraries. Libraries make certain things easier, but they usually do not perform tasks that are impossible without using them. This time, I want to try to do things the hard way and therefore use no libraries, just plain OpenGL.
I found, at last, a tutorial that only used the windows libraries for creating a window.