+ /*
+ * Step through the list of windows. If the rendering context
+ * is not being used by another window, then we delete it.
+ */
+ {
+ int used = FALSE ;
+ SFG_Window *iter ;
+
+ for( iter = (SFG_Window *)fgStructure.Windows.First;
+ iter;
+ iter = (SFG_Window *)iter->Node.Next )
+ {
+ if( ( iter->Window.Context == window->Window.Context ) &&
+ ( iter != window ) )
+ used = TRUE;
+ }
+
+ if( ! used )
+ wglDeleteContext( window->Window.Context );
+ }
+
+ DestroyWindow( window->Window.Handle );