OpenXR: Windows graphics plugin properly uses HDC instead of HWND;
The HWND was getting passed in directly instead of first converting
it to an HDC.  This was causing SteamVR to fail to create its OpenGL
context.
@@ -362,7 +362,7 @@ static void openxr_start(void) {
#if defined(_WIN32) && defined(LOVR_GL)
XrGraphicsBindingOpenGLWin32KHR graphicsBinding = {
.type = XR_TYPE_GRAPHICS_BINDING_OPENGL_WIN32_KHR,
- .hDC = os_get_win32_window(),
+ .hDC = GetDC(os_get_win32_window()),
.hGLRC = os_get_context()
};
#elif defined(__ANDROID__) && defined(LOVR_GLES)
