+ * Save the window's single- or double-buffering state
+ */
+ window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ;
+
+ /*
+ * If it's not double-buffered, make sure the rendering is done to the front buffer.
+ */
+ if ( ! window->Window.DoubleBuffered )
+ {
+ glDrawBuffer ( GL_FRONT ) ;
+ glReadBuffer ( GL_FRONT ) ;
+ }
+
+ /*