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Can't run OpenGL again after crash without rebooting Windows

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Has anybody experienced this problem? If you do something during development that crashes your OpenGL program you can''t run it again without a reboot. I get the following error when I try to activate a the OpenGL rendering context again using wglMakeCurrent: This function is only valid in Win32 mode. Very strange. Anybody know how to get around this without rebooting? I suspect this happens because I didn''t have a chance to properly kill the OpenGL window due to the crash. Abs

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I experienced this on win98.

What version of Windows do u use?
Did the crash occur under Debug mode?

This problem can occur when the program crashes or breaks
without freeing up videomemory or rendering context using
win98 atleast.

If videomemory is filled and not freed, the application will after a couple of executions run extremely slow, showing almost no hardware acceleration whatsoever. The only solution under windows98 is to reboot (what I know of).

If rendering context is not freed, the OS thinks that the rendering device is still running, not allowing any more applications to use it.

Problem lies in the OS, it should keep track of what devices are being used under what processes, and free those when a program crashes or exits.

Solution: Upgrade to windows2000 or fix bugs and reboot.

The Game Industry

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Yeah, I had similar problems -- especially when using openAL (audio). One crash and that''s it. Sometimes I could kill the DDHELP program (using a task manager to find it) at it would wake up, but usually not.

I''ve recently gotten a new machine with windows 2000. I''m pretty happy so far. Crashes and exiting the debugger don''t seem to cause such severe problems anymore.

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