extern crate sdl2_window; extern crate shader_version; extern crate window; use sdl2_window::Sdl2Window; use shader_version::OpenGL; use window::WindowSettings; fn main() { let _ = Sdl2Window::new( &WindowSettings::new("SDL Window", (640, 480)) .fullscreen(false) .vsync(true) .graphics_api(OpenGL::V2_1) // etc ) .unwrap(); }