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g_hdc = GetDC(g_hwnd);
if (!SetupPixelFormat(g_hdc))
PostQuitMessage(0);
g_hrc = wglCreateContext(g_hdc);
if (g_hrc)
{
if (!wglMakeCurrent(g_hdc, g_hrc))
return 0;
GetClientRect(hWnd, &rect);
initOpenGL(rect.right - rect.left, rect.bottom - rect.top);
memset(&g_texture[0], 0, sizeof g_texture[0]);
if (!LoadUncompressedTga(&g_texture[0], "../weapon001_d.tga"))
return 0;
glGenTextures(1, &texture[0].texID); // texID = 0
auto err = glGetError(); // err = 1282
auto str = gluErrorString(err); // str = "无效操作"
}
else
ReleaseDC(g_hwnd, g_hdc);