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-rw-r--r--src/net/java/games/jogl/impl/GLContext.java6
-rw-r--r--src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java5
2 files changed, 10 insertions, 1 deletions
diff --git a/src/net/java/games/jogl/impl/GLContext.java b/src/net/java/games/jogl/impl/GLContext.java
index 318ff24a2..e2f591278 100644
--- a/src/net/java/games/jogl/impl/GLContext.java
+++ b/src/net/java/games/jogl/impl/GLContext.java
@@ -484,6 +484,12 @@ public abstract class GLContext {
* the definition of "available".
*/
protected void resetGLFunctionAvailability() {
+ // In order to be able to allow the user to uniformly install the
+ // debug and trace pipelines in their GLEventListener.init()
+ // method (for both GLCanvas and GLJPanel), we need to reset the
+ // actual GL object in the GLDrawable as well
+ setGL(createGL());
+
functionAvailability.flush();
if (!haveResetGLUProcAddressTable) {
if (DEBUG) {
diff --git a/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java
index f0ce74d9d..b0a164f26 100644
--- a/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java
+++ b/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java
@@ -432,7 +432,10 @@ public class WindowsPbufferGLContext extends WindowsGLContext {
if (hglrc != 0) {
super.destroyImpl();
// Must release DC and pbuffer
- GL gl = getGL();
+ // NOTE that since the context is not current, glGetError() can
+ // not be called here, so we skip the use of any composable
+ // pipelines
+ GL gl = createGL();
if (gl.wglReleasePbufferDCARB(buffer, hdc) == 0) {
throw new GLException("Error releasing pbuffer device context: error code " + WGL.GetLastError());
}