render: GL_DestroyRender() should activate first. Otherwise, we might destroy a different GL context's resources.
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 4493359..9ad2eb7 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -1523,6 +1523,11 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
+ if (data->context != NULL) {
+ /* make sure we delete the right resources! */
+ GL_ActivateRenderer(renderer);
+ }
+
GL_ClearErrors(renderer);
if (data->GL_ARB_debug_output_supported) {
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");