I'm writing a Microsoft MFC application which uses a mix of OpenGL and Windows GDI. I've been able to force the app to use hardware acceleration and double buffering. The OpenGL part is drawn first then the GDI text on top. It works as intended on most video boards. But on this one the text appears with a white bounding box around it. Almost like the text is drawn somewhere else and place on top of the OpenGL image, which acts like its on the video buffer. I was wondering if anyone else had tried this as well. I'm swapping the OpenGL buffers and releasing the rendering and device contexts before starting the GDI graphics drawing.