[Bug 5310] GDI32.SwapBuffers should call OPENGL32.wglSwapBuffers,
not vice versa
wine-bugs at winehq.org
Tue Nov 14 15:18:36 CST 2006
------- Additional Comments From the3dfxdude at gmail.com 2006-14-11 15:18 -------
Sorry about that. So what I am to understand is the GLIntercept program works by
overriding opengl32. So you need gdi32 to call opengl32 for the interception to
work, because your app calls the gdi32 version of the functions.
According to OpenGL faq on windows
"5.190 What do I need to know about mixing WGL and GDI calls?
On the Win32 platform a number of platform specific function calls are
duplicated in the OpenGL ICD mechanism and the GDI. This may cause confusion as
they appear to be functionally identical, the only difference being whether wgl
precedes the rest of the function name. To ensure correct operation of OpenGL
use ChoosePixelformat, DescribePixelformat, GetPixelformat, SetPixelformat, and
SwapBuffers, instead of the wgl equivalents, wglChoosePixelformat,
wglDescribePixelformat, wglGetPixelformat, wglSetPixelformat, and
wglSwapBuffers. In all other cases use the wgl function where available. Using
the five wgl functions is only of interest to developers run-time linking to an
OpenGL driver. Not using the functions as described may result in a black OpenGL
window, or a correctly functioning application in Windows 9x that produces a
black OpenGL window on Windows NT/2000."
Their recommendation is to have an app use the gdi version of the opengl
functions to make sure it will always work properly. This might go as well for
the the GLIntercept program (I only see wgl* in the source code btw). This
dependence on wgl by the program might be a design mistake?
What's worse is that the current goal for wgl is to make it routed through gdi.
I don't think this problem will be fixed for you. I think you will need to
override gdi itself, or write a new tool. Although you could just fork wine's
gdi to provide the functionality you want.
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