opengl32: glBindTexture() and glDeleteTextures() require an active GL context

Roderick Colenbrander thunderbird2k at gmail.com
Sat Jun 21 16:47:39 CDT 2014


Hi Bruno,

Regarding the make_opengl script it generates the code from templates from
the opengl site. The templates contain all the function definitions. The
script has some function which in the end generates code for each function.
Look for something common e.g. trace lines to find your way around the
script.

Thanks,
Roderick


On Sat, Jun 21, 2014 at 1:39 PM, Bruno Jesus <00cpxxx at gmail.com> wrote:

> On Sat, Jun 21, 2014 at 5:33 PM, Roderick Colenbrander
> <thunderbird2k at gmail.com> wrote:
> > Hi Bruno,
> >
> > My initial feeling is that the app is just buggy, since calling functions
> > without a context is very questionable. Assuming we want to any checking
> on
> > NULL-contexts, please edit the make_opengl script since opengl_norm.c is
> all
> > auto-generated. Since this code is tricky, I would recommend writing a
> test
> > case for our test suite. Years ago (pre-wine 1.0) we had code to keep
> some
> > implicit GL context around, because allegedly some game required it (I
> think
> > it was Homeland). Though when I tried to reproduce that behavior I didn't
> > see it in the game. I think I wrote some tests for Windows, but don't
> > remember the results.
>
> Hi, thanks for the reply. I agree the app is buggy but as it works in
> Windows I thought the patch was useful, I tried checking the
> make_opengl but didn't understand it, there is no glBindTexture there
> for example. I'll leave the bug to someone else with real experience
> in the area.
>
> > Thanks,
> > Roderick
>
> Best regards,
> Bruno
>
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