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authorTor Lillqvist <tml@collabora.com>2015-11-17 09:20:25 +0200
committerTor Lillqvist <tml@collabora.com>2015-11-17 09:28:02 +0200
commitda11e337441f747155fa75c19263df70bfe6c543 (patch)
tree6e9741d41bcfe6b446bd2cfc930584667dd4742c /vcl/source/opengl
parente1d88a574562b5c36b01eafdaa0670e5cc1a7c39 (diff)
Check for OpenGL errors right where an error might be generated
CHECK_GL_ERROR() is now zero-cost in a production build, so no reason to avoid it. Don't check for OpenGL errors after glX or wgl calls. They don't generate OpenGL errors but use the X and Win32 error mechanisms, as far as I see. Change-Id: I8f97ef434cbdc89d6e345a247456cfc4a1a82bb6
Diffstat (limited to 'vcl/source/opengl')
-rw-r--r--vcl/source/opengl/OpenGLContext.cxx2
1 files changed, 1 insertions, 1 deletions
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index 6670489efce1..0c58120b8d78 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -197,7 +197,6 @@ int InitTempWindow(HWND *hwnd, int width, int height, const PIXELFORMATDESCRIPTO
return -1;
}
- CHECK_GL_ERROR();
return 0;
}
@@ -1612,6 +1611,7 @@ OpenGLFramebuffer* OpenGLContext::AcquireFramebuffer( const OpenGLTexture& rText
BindFramebuffer( pFramebuffer );
pFramebuffer->AttachTexture( rTexture );
glViewport( 0, 0, rTexture.GetWidth(), rTexture.GetHeight() );
+ CHECK_GL_ERROR();
return pFramebuffer;
}