Seg-faults in GL when dynamically loading pthread
I've been working writing on some extensions for quakeforge and I've come across an interesting problem:
When I load a shared library that uses the pthread library, GL seg-faults while rendering the next frame. This only happens on GL clients with the nVidia GL library.
If the pthread library is linked in to quakeforge's GL renderer, the seg-fault does not occur. This suggests to me that the nVidia GL library is using pthread if it is present, but doesn't work cleanly with it unless it has been initialized before any GL operations begin.
Is there any way that we can deal with this problem aside from linking in pthread when using the nVidia GL library?