Comment # 2
on bug 60553
from Laurent carlier
Tracing the game windows gives a working trace: 6 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_LEVEL, GLX_GREEN_SIZE, GLX_LEVEL, GLX_BLUE_SIZE, GLX_BUFFER_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, GLX_ACCUM_BLUE_SIZE, 0}) = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 7 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc4e8bc0 8 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068674, ctx = 0xc4e8bc0) = True 14 glXMakeCurrent(dpy = 0xc4d0010, drawable = 0, ctx = NULL) = True 15 glXDestroyContext(dpy = 0xc4d0010, ctx = 0xc4e8bc0) 16 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_LEVEL, GLX_GREEN_SIZE, GLX_LEVEL, GLX_BLUE_SIZE, GLX_BUFFER_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, GLX_ACCUM_BLUE_SIZE, 0}) = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 17 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbb80, visualid = 557, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc518380 18 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068677, ctx = 0xc518380) = True 21 glXMakeCurrent(dpy = 0xc4d0010, drawable = 0, ctx = NULL) = True 22 glXDestroyContext(dpy = 0xc4d0010, ctx = 0xc518380) 29 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, 0}) = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 30 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc4c6d00 31 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068680, ctx = 0xc4c6d00) = True 37 glXMakeCurrent(dpy = 0xc4d0010, drawable = 0, ctx = NULL) = True 38 glXDestroyContext(dpy = 0xc4d0010, ctx = 0xc4c6d00) 39 glXChooseVisual(dpy = 0xc4d0010, screen = 0, attribList = {GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, 0}) = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8} 40 glXCreateContext(dpy = 0xc4d0010, vis = &{visual = 0xc4dbc40, visualid = 563, screen = 0, depth = 24, c_class = 4, red_mask = 16711680, green_mask = 65280, blue_mask = 255, colormap_size = 256, bits_per_rgb = 8}, shareList = NULL, direct = True) = 0xc4fda30 41 glXMakeCurrent(dpy = 0xc4d0010, drawable = 23068683, ctx = 0xc4fda30) = True ........ and so on......
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