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Actually set the GL context before doing any GL calls.
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@ -2314,6 +2314,13 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
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memcpy(object->view_mat , id_mat, 16 * sizeof(float));
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memcpy(object->proj_mat , id_mat, 16 * sizeof(float));
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/* Initialisation */
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TRACE(" setting current context\n");
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LEAVE_GL();
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object->set_context(object);
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ENTER_GL();
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TRACE(" current context set\n");
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/* allocate the clipping planes */
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glGetIntegerv(GL_MAX_CLIP_PLANES,&max_clipping_planes);
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if (max_clipping_planes>32) {
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@ -2324,14 +2331,8 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
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TRACE(" capable of %d clipping planes\n", (int)object->max_clipping_planes );
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object->clipping_planes = (d3d7clippingplane*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane));
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/* Initialisation */
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TRACE(" setting current context\n");
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LEAVE_GL();
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object->set_context(object);
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ENTER_GL();
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TRACE(" current context set\n");
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glHint(GL_FOG_HINT,GL_NICEST);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDrawBuffer(buffer);
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