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- Use SDL_GL_GetProcAddress on platforms where the SDL is being used. Since SDL initialized OpenGL for us, it is the only reliable way of retrieving proc addresses.
- Check if ogl_LoadFunctions failed and make OpenGLSWFrameBuffer gracefully recover from that
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2 changed files with 8 additions and 2 deletions
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@ -85,7 +85,9 @@ static PROC WinGetProcAddress(const char *name)
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#define IntGetProcAddress(name) AppleGLGetProcAddress(name)
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#else
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#if defined(__sgi) || defined(__sun) || defined(__unix__)
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#define IntGetProcAddress(name) PosixGetProcAddress((const GLubyte*)name)
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void* SDL_GL_GetProcAddress(const char* proc);
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#define IntGetProcAddress(name) SDL_GL_GetProcAddress((const char*)name)
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//#define IntGetProcAddress(name) PosixGetProcAddress((const GLubyte*)name)
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/* END OF MANUAL CHANGES, DO NOT REMOVE! */
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#else /* GLX */
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#include <GL/glx.h>
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@ -194,7 +194,11 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
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static bool first = true;
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if (first)
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{
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ogl_LoadFunctions();
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if (ogl_LoadFunctions() == ogl_LOAD_FAILED)
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{
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Printf("OpenGL load failed. No OpenGL acceleration will be used.\n");
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return;
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}
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}
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gl_LoadExtensions();
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InitializeState();
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