Hi,

The patch itself could be correct in the sense that indeed there might be a 
missing ActivateContext. But we should avoid making recursive ENTER_GL's. 
Between the ENTER_GL block there is a call to IWineD3DDevice_Clear which also 
calls ENTER_GL.

You could put a LEAVE_GL before it and an ENTER_GL after it but there is 
something else which you couldn't have known. A number of places in surface.c 
are messing with glDrawBuffer. These days activatecontext is also handling 
this, so in a number of places glDrawBuffer is redundant. This might be one of 
those places but I haven't checked that in detail. Stefan might be able to 
answer that.

Regards,
Roderick

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