MGL 4 GL4ES report: 1. Window/Fullscreen issues -- RTCW : no window mode works (works over original minigl) -- Torcs : switching to fullscreen works (before crashes in mglut.library), but then swithcing to window mode back again crashes in mglut.library. running in fullscreen by default and then swith to window mode : crash. So currently we can swith to fullscreen, but can't swith to window mode. Crashlog over debug version of minig.library in the report_here/torcs_switch_from_fullscreen_to_window_crash.txt Before it crashes in the shell we have a lot of : GetWindowHandle SwitchDisplay SwitchDisplay GetWindowHandle SwitchDisplay SwitchDisplay Many of them, 200 maybe. Then: ~Context And then we crashes. 2. General: -- can't run many minigl apps at the same time -- Any app/game may crash on runing if before you run/exit/run/exit some other minigl4gl4es app. Can happens with all games (with original minigl no such crash, can run/exit many times). Can be easy because of "can't run many minigl apps at one time". Easy to reproduce is to run "prefs:screenblankers" and in the "active modules" window go through them one by one , and it will crash sooner than later. 3. Crashes/issues: -- Blender : no menu visibly , black thumbs in the items -> can be because "can't run many minigl apps at the same time". -- SuperTuxKart 0.6.2: crash in ogles2.library when actual race should starts. Checking that with debug vesion of ogles2.library point out on : ContextSmartSubmit() The same code build with gl4es of the same version which in minigl4gl4es didn't cause a crash there. It is probabaly something with minigl4gl4es. Crashlog over debug version of minig.library in the report_here/supertuxkart_when_start_race.txt -- UFO AI : crashes on running. Before it die in console we have ("max texture size : detected 16384, but using 1024 as requested") and then crash. On original minigl after that libsdl_ttf.so loads and things continues. Maybe related to a fact, that .so should be loaded (so do things with loading another "library" inside of the minigl app) and maybe that cause issues. It show 0xABADCAFC everywhere, which mean that we have accessed uninitialized memory. Crashlog over debug version of minig.library in the report_here/UFO_crash_on_running.txt -- Shogo crashes on running (works with original minigl). In crashlog we can see that registers point on module Work:games/Shogo/mgl.ren, which are executable, which mean that probabaly shogo tries to run "another minigl app" which and cause then crash. Crashlog over debug version of minig.library in the report_here/shogo_crash_on_running.txt -- Lariard : crahes on running with "0x00000000 symbol not found", just show black screen and bah (works with original minigl) Crashlog over debug version of minig.library in the report_here/lariad_crash_on_running.txt -- ScummVM: crashes when choice "opengl renderer" with the same 0x00000000 symbold not found. -- frogatto : missing textures, some areas just a black, some areas transaprent. Can be as well gl4es issue. -- boingball blanker crash on deactivation. 4. Users reports: -- on Sam460 with new minigl library audio start to be "distorted" : not WaptVBOP / WaitTOF issue. ----------FIXED: -- can't overwrite minigl.library by a new one, once use it (for testing purposes when swap between different minigl.library version, that issue was with ogles2 back in past but was fixed at some point) => fixed -- Hollywood with GL_Galore plugin fails to open a window : hollywood's issue , want "1.3" version exactly => return 1.3 now. -- Quake3 SDL2 : speed drop on 30 fps. Looks like GL Extensions didn't works even when enabled. (gl4es build of same code didn't have that issue) => was issue with "typo" in minigl's original driver about "GL_EXT_compiled_vertex_arrays" ("s" at end). Fixed by adding "s" version extesion list of gl4es -- gl4es ENVS didn't works => works, just LIBGL_FPS not always works (issue with cgl_SwitchDisplay and something around). -- mglut.library for "version" return 2.23 (03/18/2019), need update of version/build date => fixed -- LIBGL_FPS not always works (q3 SDL2, Frogatto, etc) : issue with cgl_SwitchDisplay and something around) => fixed, added extra support so that it also works with games which don't call mglSwitchDisplay but do a cgl_UpdateContext -- foobillard (old mgl version, not new one) : running in window mode fine, and when press "alt+enter" (so should switch to fullscreen) crashes. With original minigl works => fixed -- Torcs: first startup image didn't shown. Just black screen (with Blender we also didn't have first startup image) => was because of delayed gl_Clear hack => removed, replaced with bitmap clearing -- minigl's Torus example : black screen => was because of delayed gl_Clear hack => removed, replaced with bitmap clearing