28 Jan
2010
28 Jan
'10
2:40 a.m.
- if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)target, &IID_IWineD3DSwapChain, (void **)&swapchain))) { - if (target == (IWineD3DSurfaceImpl*) swapchain->frontBuffer) { - wglFlush(); - } - IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); - } + wglFlush(); /* Flush to ensure ordering across contexts. */ Why do we have to do this even when there is only one context? In the event another context is created after the draw?