Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 798031
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T22:54:21+00:00 2026-05-14T22:54:21+00:00

I’m making a Win32 application with OpenGL in the main window (not using GLUT).

  • 0

I’m making a Win32 application with OpenGL in the main window (not using GLUT).
I have my drawing code in WM_PAINT right now when I call swapBuffers it must be invalidating itself because it is constantly rerendering and using lots of cpu resources. How can I make it only render when it honestly receives WM_PAINT like when using GDI?

Thanks

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T22:54:22+00:00Added an answer on May 14, 2026 at 10:54 pm

    WM_PAINT messages keep on being sent until Windows has validated the dirty region of the window. The API that resets the dirty region is ‘EndPaint’.

    Calling SwapBuffers should not effect the invalid window region at all.

    Your WM_PAINT handler should be something like the following:

    case WM_PAINT:
      HDC hdc;
      PAINTSTRUCT ps;
      hdc = BeginPaint(hwnd,&ps);
      wglMakeCurrent(hdc,scene.m_oglContext);
      scene.Render(); //
      wglSwapBuffers(hdc);
      wglMakeCurrent(hdc,0);
      EndPaint(hwnd,&ps);
      return 0;
    

    Lots of sample code for Open GL programming has a single HDC and OpenGL context setup at application start. While it makes sample code simpler, it does mean that the code cannot correctly deal with multiple OpenGL contexts. This WM_PAINT handler assumes that the OpenGL context is created for a scene, and then made current as necessary.

    The side effect of swapping the OpenGL context as necessary is that, the hdc retrieved from BeginPaint is used as the render (and SwapBuffer) target, which means the OpenGL application will now paint synchronously if and when other windows are dragged over the App’s window.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.