}
You forgot LEAVE_GL();
NO, LEAVE_GL() is done on ReleaseFakeGLContextOnNeed. to permit between two calls to can make X/GLX calls safely
So where are you disposing of it then? I can't find the place that will delete this context on device delete.
what device delete ? ReleaseFakeGLContextOnNeed only delete GLXContext if it was a temporary GLX Context (ie. created by CreateFakeGLContextOnNeed, if no one currently available)
Please don't add this sort of stuff. You are correct as-is d3d traces look horrid and impossible to find anything.
Depends if you know what you search ... :) Anyway, i agree that we must do more work on d3d traces
Adding one more type of "screaming at you" output will not make it more readable. It's only used in one place, so I don't see why would you accent this error out of any other related stuff?
Simply because it's the main cause why too many games complains about D3D init failure. And having [OK] [FAILED] is more readable than TRACE("returns %d\n", hr)
Vitaliy
Regards, Raphael