- 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?
On 28 January 2010 09:40, Stefan Dösinger stefandoesinger@gmx.at wrote:
Why do we have to do this even when there is only one context? In the event another context is created after the draw?
Yes.