make report_errors available to wgldisplay
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99bdb6641d
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@ -1203,14 +1203,17 @@ issue_scene_graph_color() {
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////////////////////////////////////////////////////////////////////
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// Function: GLGraphicsStateGuardian::report_errors
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// Access: Protected
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// Access: Public
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// Description: Checks for any outstanding error codes and outputs
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// them, if found. If NDEBUG is defined, this function
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// does nothing.
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////////////////////////////////////////////////////////////////////
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INLINE void GLGraphicsStateGuardian::
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report_errors() const {
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INLINE void
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report_errors() {
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// pulling this out of gsg since I'd like to call it when there's no gsg ptr around
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#ifndef NDEBUG
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extern void report_errors_loop(GLenum error_code);
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GLenum error_code = glGetError();
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if (error_code != GL_NO_ERROR) {
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report_errors_loop(error_code);
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@ -1768,7 +1768,9 @@ release_texture(TextureContext *tc) {
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GLTextureContext *gtc = DCAST(GLTextureContext, tc);
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Texture *tex = tc->_texture;
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glDeleteTextures(1, >c->_index);
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HGLRC curcxt=wglGetCurrentContext();
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if(curcxt!=NULL)
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glDeleteTextures(1, >c->_index);
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gtc->_index = 0;
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bool erased = unmark_prepared_texture(gtc);
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@ -3536,19 +3538,21 @@ compute_distance_to(const LPoint3f &point) const {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLGraphicsStateGuardian::report_errors_loop
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// Function: report_errors_loop
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// Access: Protected
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// Description: The internal implementation of report_errors().
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// Don't call this function; use report_errors()
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// instead.
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////////////////////////////////////////////////////////////////////
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void GLGraphicsStateGuardian::
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report_errors_loop(GLenum error_code) const {
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void report_errors_loop(GLenum error_code) {
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#ifndef NDEBUG
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while (error_code != GL_NO_ERROR) {
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glgsg_cat.error()
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<< gluErrorString(error_code) << "\n";
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#define MAXGLERRORSREPORTED 20
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int cnt=0;
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while ((cnt<MAXGLERRORSREPORTED) && (error_code != GL_NO_ERROR)) {
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glgsg_cat.error() << gluErrorString(error_code) << "\n";
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error_code = glGetError();
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cnt++;
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}
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#endif
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}
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@ -244,9 +244,6 @@ protected:
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INLINE void issue_scene_graph_color();
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INLINE void report_errors() const;
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void report_errors_loop(GLenum error_code) const;
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void set_draw_buffer(const RenderBuffer &rb);
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void set_read_buffer(const RenderBuffer &rb);
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