# WGL smoke tests Manual bring-up tests for the Windows host layer (drop-in `opengl32.dll`). Both replicate the GLFW/LWJGL bootstrap Minecraft uses and verify a rendered triangle via `glReadPixels`; exit code 0 means pass. - `wgl_smoke.cpp` - hand-rolled Win32/WGL sequence (dummy context on a hidden helper window, ARB pixel format + 3.2 core forward-compatible context, gdi32 pixel-format forwarding, swap loop, readback). - `glfw_smoke.cpp` - the same flow driven by a real GLFW binary, which also exercises GLFW's zero-area helper window (the case that needs the DirectVulkan no-swapchain-at-init path). Build (x64 Native Tools prompt), with GLFW binaries for the second test: cl /nologo /EHsc /W3 wgl_smoke.cpp user32.lib gdi32.lib cl /nologo /EHsc /W3 glfw_smoke.cpp /I%GLFW%\include %GLFW%\lib-vc2022\glfw3dll.lib user32.lib gdi32.lib Run with the MobileGL `opengl32.dll` copy (and `glfw3.dll`, plus ANGLE's `libEGL.dll`/`libGLESv2.dll`/`d3dcompiler_47.dll` for DirectGLES) in the exe directory: set MOBILEGL_BACKEND_TYPE=DirectVulkan (or DirectGLES) set MOBILEGL_LOG_FILE_PATH=smoke.log wgl_smoke.exe && glfw_smoke.exe