/* fgPlatformProcessSingleEvent(); */
}
window->Window.Handle = fgDisplay.pDisplay.single_native_window;
+ window->State.WorkMask |= GLUT_INIT_WORK;
/* Create context */
fghChooseConfig(&window->Window.pContext.egl.Config);
fghPlatformOpenWindowEGL(window);
+ /* 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());
+
window->State.Visible = GL_TRUE;
}