[4/4] WineD3D: Don't call glGetError if nobody is going to see our fixme

Stefan Dösinger stefan at codeweavers.com
Tue Jul 14 17:30:02 CDT 2009


Am Tuesday 14 July 2009 23:42:25 schrieb Chris Robinson:
> It may still be important to do this, if glGetError is ever used directly
> to check for errors. Errors that are normally caught by checkGLError would
> then be left for a later call to glGetError to pick up.
Whenever we're using glGetError for making a decision, e.g. in VBO creation, 
we're clearing the errors with while(glGetError()); before calling the 
function we want to check for failures. If any code in wined3d depends on a 
checkGLcall that code is broken




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