I have a process in place where opengl’s context is released before the window is destroyed. I have found however that on this new video card that this is producting errors during the shutdown
VS.NET Output Windows says:
WGL Message:WGL: __wglDDrawSurfaceRestore: IsLost: DDERROR = DDERR_SURFACELOST during game.exe shutdown.
I was casually reading some Mesa source code yesterday and noticed a comment about some cards hanging on the the D3D context until the window is destroyed. The code destroyed the window at that point rather than releasing the context.
Doesa nyone know anything about this kind of weird behaviour?