draw_faces (mi);
glEndList ();
- glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if (!bp->glx_context)
return;
+ glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT);
+
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
glShadeModel(GL_SMOOTH);