[cairo] glitz WGL backend

Tor Lillqvist tml at iki.fi
Mon Sep 20 15:37:45 PDT 2004

 > PS: could you mail me your code, so i can try out some things?

Did you have any luck with the code I sent you?

For me, the day after I sent you that, my code suddenly stopped
working (after I had catched up with the CVS updates)... Just a black

To make matters worse, I started getting crashes from nvoglnt.dll when
calling glTexImage2D... (I have an ageing GeForce 2.) I dunno, could
there be a bug in NVIDIA's code? It *seems* as if it tries to access
textures past their limits (512 bytes form the start of the texture
even if it is smaller). Sounds incredible that there would be such a
bug in NVIDIA's code which surely has gone through lots of QA. Oh
well, I put in a workaround, I always malloc() at least 512 bytes for
the texture data ;-) Also preventing my code from finding the
*_texture_rectangle extension(s) seems to help...

Still, the black window problem prevailed. No matter how much
debugging printout I added I couldn't figure out what's going on.

Then suddenly today, after catching up with the (not that relevant to
my problem, it seemed?) changes in CVS from today, it works
again. Ugh... Although rendertest reports quite many of the cases "not
supported". I could have sworn I earlier did see the projective
transform tests work, for instance, but not any longer.


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