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:
parent
302400a701
commit
5b626533cd
3 changed files with 45 additions and 45 deletions
|
@ -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() {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue