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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Space Rangers 2 (in Wine) shows only black screen"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91171#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Space Rangers 2 (in Wine) shows only black screen"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91171">bug 91171</a>
from <span class="vcard"><a class="email" href="mailto:hverbeet@gmail.com" title="Henri Verbeet <hverbeet@gmail.com>"> <span class="fn">Henri Verbeet</span></a>
</span></b>
<pre>(In reply to Ilia Mirkin from <a href="show_bug.cgi?id=91171#c4">comment #4</a>)
<span class="quote">> discarding the old stuff. [Looks like it does both glXCreateContext *and*
> glXCreateContextAttribsARB, and discards the first one of those.]
> </span >
Yeah... we first need a context to be able to call wglGetProcAddress(), to get
the wglCreateContextAttribsARB() pointer.
<span class="quote">> I was looking over what flush did, and it does indeed explicitly flush the
> frontbuffer to screen if it's the current drawbuffer. [or something along
> those lines]. Tracing through that flow, it's entirely over my head...
> interactions between multiple modules of which I know nothing. I don't see
> anywhere where it'd be waiting for that blit to complete either, but that
> doesn't mean it's not there. Perhaps this should be a glFinish()?
> </span >
We don't wait for it to finish, but we shouldn't have to.</pre>
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