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) )
.unwrap();
}