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* Platform/X11/X11GLNative.cs: Removed stale comments and unused code.
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@ -272,30 +272,15 @@ namespace OpenTK.Platform.X11
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//Functions.XSetWMName(window.Display, window.Handle, ref text);
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//Functions.XSetWMName(window.Display, window.Handle, ref text);
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//Functions.XSetWMProperties(display, window, name, name, 0, /*None*/ null, 0, hints);
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//Functions.XSetWMProperties(display, window, name, name, 0, /*None*/ null, 0, hints);
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Debug.Print("done! (id: {0})", window.WindowHandle);
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lock (API.Lock)
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lock (API.Lock)
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{
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{
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API.MapRaised(window.Display, window.WindowHandle);
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API.MapRaised(window.Display, window.WindowHandle);
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}
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}
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mapped = true;
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mapped = true;
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//context.CreateContext(true, null);
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driver = new X11Input(window);
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driver = new X11Input(window);
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// HACK: This seems to reduce thread issues on Linux, due to race conditions.
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Debug.WriteLine(String.Format("X11GLNative window created successfully (id: {0}).", Handle));
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// It does *not* solve the root cause, which is unknown at this point.
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//
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// What I suspect happens, is that either the glXChooseContext or glXCreateContext functions are called
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// before the window is ready - or maybe before the window size is set which renders the viewport invalid?
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// (can this happen?) or that there are pending events that somehow botch context creation up (seems like
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// the fglrx driver is spawning a new thread, or waiting on something?)
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// This issue *must* be resolved before the 1.0 release.
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// Note that this has the side effect that sometimes, a resize event is missed.
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//Functions.XSync(window.Display, true);
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Debug.WriteLine("X11GLNative window created successfully!");
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Debug.Unindent();
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Debug.Unindent();
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exists = true;
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exists = true;
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