Raphael <fenix <at> club-internet.fr> writes:
On Wednesday 14 December 2005 04:53, Aric Cyr wrote:
- should the thunks returned from wglGetProcAddress be causing crashes at
all? Note that they don't crash right away, but "eventually" usually during a call to glDrawArrays it seems (after a call to glSecondaryColor3fEXT).
The real problem here is "why it crash ?" It shouldn't as wine gl* calls are only "decorators" calls Maybe we have a declaration error...
Yes that was what I was thinking as well. I haven't looked into it very much yet, but I'll double check the definitions, although since opengl_ext.c is autogenerated I can't imagine why there would be a problem (unless include/wine/wined3d_gl.h has the wrong definitions... I'll have to check that out)
Also I'm not sure if calling conventions matter, or what is the correct way to define a function. I'm referring to the WINAPI vs APIENTRY (vs stdcall?) function pointer prefixes. Any pointers (no pun intended) in this area would be much appreciated.
Can you provide more informations:
- WINEDEBUG=+opengl log + winedbg crash log
Will do when I get home tonight, but there wasn't any useful info in there. I went through it many times. Also wine doesn't cleanly crash (if there is such a thing), instead it hangs on the backtrace and all I see is the first bt entry like:
<debug stuff> 1) memcpy .... <hang>
I can kill it with a ctrl-c just fine though.
- what is the reason for wglGetProcAddress to check opengl32.dll before libGL.so? Would the reverse logic still be a resonable solution?
No
Ya kinda didn't think so :)
Thanks, Aric