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UGL_MESA_CONTEXT uglMesaCreateNewContext(GLenum mode, UGL_MESA_CONTEXT share_list);
It's necessary to first call this function before using uglMakeCurrentContext. This function provides neither stencil nor accumulation buffer only a depth buffer to reduce memory footprint.
UGL_MESA_DOUBLE = double buffer mode, first tries hardware mode and then software mode
UGL_MESA_DOUBLE_SOFTWARE = double buffer software, fails if impossible
UGL_MESA_DOUBLE_HARDWARE = double buffer hardware, fails if impossible
UGL_MESA_WINDML_EXCLUSIVE = uses only WindML calls to write into the memory screen
For example, uglMesaCreateNewContext(UGL_MESA_SINGLE | UGL_MESA_WINDML_EXCLUSIVE) will use a single buffer and will only write into the screen memory with WindML calls. UGL_MESA_DOUBLE_SOFTWARE will be replaced by UGL_MESA_DOUBLE in WindML mode. There is no sense to use single and double buffer at the same time.
share_list - specifies another UGL_MESA_CONTEXT with which to share display lists. NULL indicates no sharing.