I have an almost empty project, all it does is setting up an EGL context and call wglSwapBuffer. When i record the OpenGL calls i’ve noticed that for every wglSwapBuffer several calls to glGetItegerv is made. The calls look like this e.g:
glGetIntegerv(GL_FRAMEBUFFER_BINDING, 0x12FA20)
glGetIntegerv(GL_READ_BUFFER, 0x12FA14)
glGetIntegerv(GL_DRAW_BUFFER, 0x12FA1C)
glGetIntegerv(GL_FRAMEBUFFER_BINDING, 0x12FA0C)
glGetIntegerv(GL_FRAMEBUFFER_BINDING, 0x12F9F8)
Also when drawing a simple triangle a lot of gl calls are made which i don’t have in my code?
Can anyone explain what’s happening and tell me how to avoid this?