SDL OpenGL Alt-tab in fullscreen has unpredictable results

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I am writing a game in C++ using SDL 1.2.14 and the OpenGL bindings included with it.

However, if the game is in fullscreen and I Alt - Tab out then back into the game, the results are unpredictable. The game logic still runs. However, rendering stops. I only see the last frame of the game that was drawn before the Alt-tab

I've made sure to re-initialize the OpenGL context and reload all textures when I get an SDL_APPACTIVE = 1 event and that seems to work for only one Alt - Tab, then all subsequent Alt - Tabs will stop rendering (I've made sure SDL_APPACTIVE is properly being handled each time and setting the context accordingly.)

I'd hazard a guess that SDL does something under the hood when minimizing the application that I'm not aware of.

Any ideas?

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