Am Donnerstag, 19. Juli 2007 09:10 schrieb H. Verbeet: > I think the flag is fine. Executing that part of the code or not > doesn't really depend on the surface type. GDI surfaces would never be > attached to an FBO anyway, it's the GL_LIMITS(buffers) that would > cause problems here. Making sure the limit is 0 if GL isn't available > would probably work as well. Exactly, the GL_LIMITS is the problem. The gl info structure is stored in the adapter, and the adapter is found via a pointer in the device. If there is no gl there is no d3d adapter, ergo the pointer is NULL.
Making sure that GL_LIMITS does not crash but just returns 0 sounds tempting, but I am afraid that this provokes more nasty issues. We should just watch out not to call it without gl, and crashing if we do is a nice way to show us that something is wrong.