#endif
fgState.Initialised = GL_TRUE;
+
+ /* Avoid registering atexit callback on Win32 as it results in an access
+ * violation due to calling into a module which has been unloaded. */
+#if ( TARGET_HOST_MS_WINDOWS == 0 )
atexit(fgDeinitialize);
+#endif
/* InputDevice uses GlutTimerFunc(), so fgState.Initialised must be TRUE */
fgInitialiseInputDevices();
return;
}
+ /* If we're in game mode, we want to leave game mode */
+ if( fgStructure.GameModeWindow ) {
+ glutLeaveGameMode();
+ }
+
/* If there was a menu created, destroy the rendering context */
if( fgStructure.MenuContext )
{