Neil,
The patch doesn't look like it breaks anything, but I'm not convinced it's
100% correct. We may still have a problem if the client changes buffer
formats mid-stream. Say it starts out with RGB565 to save memory but
latter decides it wants alpha so it switches to ARGB. We should
probabl
Previously when uploading SHM data we would initialise the texture
with glTexImage2D and NULL data when the buffer is attached. Then if
the GL_EXT_unpack_subimage extension is available we would always use
glTexSubImage2D to upload the data. The problem with that is that the
first glTexImage2D was