On Thu Sep 19 14:54:22 2024 +0000, Aida Jonikienė wrote:
The game initially calls `wglChoosePixelFormatARB()` with a non-NULL HDC, an integer attribute list of `{WGL_SUPPORT_OPENGL_ARB, TRUE, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, 0}`, an empty float attribute list and max format count of 1024 according to apitrace (in later calls it uses integer attributes of `{WGL_SUPPORT_OPENGL_ARB, TRUE, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_DRAW_TO_PBUFFER_ARB, TRUE, WGL_BIND_TO_TEXTURE_RGB_ARB, TRUE, 0}`) I see the game is picking a double-buffered pixel format without my MR and a non-double-buffered one with it applied too I'll try to add tests for this a bit later
I realized some time ago that this game is using `wglBind/ReleaseTexImageARB()` in the double-buffered pixel format path (which seem to be semi-broken functions on both winex11 and winewayland)
I guess I should turn this MR into a potential fix for those function implementations then (which is more likely to be merged than this workaround)