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authorMax Horn2010-07-20 07:10:25 +0000
committerMax Horn2010-07-20 07:10:25 +0000
commit5b626533cdbc2b9a8cb0b478d8e93ece852de1b9 (patch)
tree3bd0cbca8487e521683fc6f34749f03cdd265b6a /backends/graphics/opengl/opengl-graphics.cpp
parent302400a701187eba6d0dee2daa253da87b29d83f (diff)
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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
Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 540e1ada0e..4b0591e420 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -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() {