Change CHECK_GL_ERROR to not take a 'call statement' as parameter

Passing a 'call statement' to CHECK_GL_ERROR has various issues.
For once, it confuses code parsers in many editors and other
tools that work with C++ source directly.
Moreover, this can lead to subtle bugs if a mistake is
made with the definition of CHECK_GL_ERROR.
It also causes incorrect warnings if CHECK_GL_ERROR is
used with an "empty" call statement.

svn-id: r51050
This commit is contained in:
Max Horn 2010-07-20 07:10:25 +00:00
parent 302400a701
commit 5b626533cd
3 changed files with 45 additions and 45 deletions

View file

@ -527,7 +527,7 @@ void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat,
void OpenGLGraphicsManager::internUpdateScreen() {
// Clear the screen
CHECK_GL_ERROR( glClear(GL_COLOR_BUFFER_BIT) );
glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR();
// Draw the game screen
_gameTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
@ -550,33 +550,33 @@ void OpenGLGraphicsManager::initGL() {
GLTexture::initGLExtensions();
// Disable 3D properties
CHECK_GL_ERROR( glDisable(GL_CULL_FACE) );
CHECK_GL_ERROR( glDisable(GL_DEPTH_TEST) );
CHECK_GL_ERROR( glDisable(GL_LIGHTING) );
CHECK_GL_ERROR( glDisable(GL_FOG) );
CHECK_GL_ERROR( glDisable(GL_DITHER) );
CHECK_GL_ERROR( glShadeModel(GL_FLAT) );
CHECK_GL_ERROR( glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST) );
glDisable(GL_CULL_FACE); CHECK_GL_ERROR();
glDisable(GL_DEPTH_TEST); CHECK_GL_ERROR();
glDisable(GL_LIGHTING); CHECK_GL_ERROR();
glDisable(GL_FOG); CHECK_GL_ERROR();
glDisable(GL_DITHER); CHECK_GL_ERROR();
glShadeModel(GL_FLAT); CHECK_GL_ERROR();
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); CHECK_GL_ERROR();
// Setup alpha blend (For overlay and cursor)
CHECK_GL_ERROR( glEnable(GL_BLEND) );
CHECK_GL_ERROR( glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
glEnable(GL_BLEND); CHECK_GL_ERROR();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CHECK_GL_ERROR();
// Enable rendering with vertex and coord arrays
CHECK_GL_ERROR( glEnableClientState(GL_VERTEX_ARRAY) );
CHECK_GL_ERROR( glEnableClientState(GL_TEXTURE_COORD_ARRAY) );
glEnableClientState(GL_VERTEX_ARRAY); CHECK_GL_ERROR();
glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECK_GL_ERROR();
CHECK_GL_ERROR( glEnable(GL_TEXTURE_2D) );
glEnable(GL_TEXTURE_2D); CHECK_GL_ERROR();
// Setup the GL viewport
CHECK_GL_ERROR( glViewport(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight) );
glViewport(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight); CHECK_GL_ERROR();
// Setup coordinates system
CHECK_GL_ERROR( glMatrixMode(GL_PROJECTION) );
CHECK_GL_ERROR( glLoadIdentity() );
CHECK_GL_ERROR( glOrtho(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1) );
CHECK_GL_ERROR( glMatrixMode(GL_MODELVIEW) );
CHECK_GL_ERROR( glLoadIdentity() );
glMatrixMode(GL_PROJECTION); CHECK_GL_ERROR();
glLoadIdentity(); CHECK_GL_ERROR();
glOrtho(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
glMatrixMode(GL_MODELVIEW); CHECK_GL_ERROR();
glLoadIdentity(); CHECK_GL_ERROR();
}
bool OpenGLGraphicsManager::loadGFXMode() {