+ /* Bind context to the current thread if it's lost */
+ if (eglGetCurrentContext() == EGL_NO_CONTEXT &&
+ eglMakeCurrent(fgDisplay.pDisplay.egl.Display,
+ window->Window.pContext.egl.Surface,
+ window->Window.pContext.egl.Surface,
+ window->Window.Context) == EGL_FALSE)
+ fgError("eglMakeCurrent: err=%x\n", eglGetError());
+