I have a windowed program with multiple shared contexts in windows that are created and destroyed dynamically. It is not possible to use a fixed number of contexts. When I call wgldeletecontext on any context, all the other contexts become unrenderable, just showing whatever pixels were on them last. Everything works fine on an nvidia card.
I can get around this problem by freeing the temporary windows, but never calling wgldeletecontext, if Intel hardware is detected. I was just wondering if anyone else had anything relevant to add to this? Is this a known issue?