> >>> } > >> > >>You forgot LEAVE_GL(); > > > > NO, LEAVE_GL() is done on ReleaseFakeGLContextOnNeed. > > to permit between two calls to can make X/GLX calls safely > > So where are you disposing of it then? I can't find the place that will > delete this context on device delete.
what device delete ?
ReleaseFakeGLContextOnNeed only delete GLXContext if it was a temporary GLX
Context (ie. created by CreateFakeGLContextOnNeed, if no one currently
available)
>
> Please don't add this sort of stuff. You are correct as-is d3d traces look
> horrid and impossible to find anything.
Depends if you know what you search ... :)
Anyway, i agree that we must do more work on d3d traces
> Adding one more type of "screaming
> at you" output will not make it more readable. It's only used in one place,
> so I don't see why would you accent this error out of any other related
> stuff?
Simply because it's the main cause why too many games complains about D3D init
failure.
And having [OK] [FAILED] is more readable than TRACE("returns %d\n", hr)
> Vitaliy
Regards,
Raphael
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