he equivalent change in D3D8 as well, but I
haven't considered that.
Cheers, jimFrom 880f9c714ec701b071da012fc4009bb51a011765 Mon Sep 17 00:00:00 2001
From: Jim Cameron <[EMAIL PROTECTED]>
Date: Thu, 9 Oct 2008 22:11:14 +0100
Subject: Protect current depth-stencil surface from deletion
> Resending to the proper email address, this time..
And I likewise ;) (I was just thinking, "I swear I hit Reply All"...)
> The referred to "lists" aren't display lists.
> It's more appropritely (specific
> sets of) resources.. eg. the list of valid textures, the
> list of valid shader
> objec
> First of all note that glXDestroyContext only destroys a
> context after no of the other threads is using it (it is in
> the specs of glXDestroyContext).
Surely this means we've got to be doubly careful about keeping track of
contexts that are current, otherwise we'd end up with WGL contexts ba
--- Roderick Colenbrander <[EMAIL PROTECTED]>
wrote:
> The proper way to emulate wglShareLists is to
> recreate a context and to use glXCopyContext to
> restore all states. glXCopyContexts is not well
> known and for that reason very buggy (the nvidia
> drivers segfault) and dri drivers only offer