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Makes error reporting more communicative.
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@ -9,6 +9,8 @@
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#ifndef OpenGL_h
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#ifndef OpenGL_h
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#define OpenGL_h
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#define OpenGL_h
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#include <iostream>
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// TODO: figure out correct include paths for other platforms.
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// TODO: figure out correct include paths for other platforms.
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#ifdef __APPLE__
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#ifdef __APPLE__
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#if TARGET_OS_IPHONE
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#if TARGET_OS_IPHONE
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@ -22,14 +24,25 @@
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#include <GL/gl.h>
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#include <GL/gl.h>
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#endif
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#endif
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// To consider: might it be smarter to switch and log on error,
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// rather than raising an exception? They're conventionally
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// something you're permitted to ignore.
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//
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// (and, from that indecision, hence the pointless decision
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// on whether to use an assert based on NDEBUG)
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#ifndef NDEBUG
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#ifndef NDEBUG
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#define test_gl_error() assert(!glGetError());
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#define test_gl_error() { \
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const auto error = glGetError(); \
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if(error) { \
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switch(error) { \
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default: std::cerr << "Error " << error;\
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case GL_INVALID_ENUM: std::cerr << "GL_INVALID_ENUM"; break; \
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case GL_INVALID_VALUE: std::cerr << "GL_INVALID_VALUE"; break; \
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case GL_INVALID_OPERATION: std::cerr << "GL_INVALID_OPERATION"; break; \
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case GL_INVALID_FRAMEBUFFER_OPERATION: std::cerr << "GL_INVALID_FRAMEBUFFER_OPERATION"; break; \
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case GL_OUT_OF_MEMORY: std::cerr << "GL_OUT_OF_MEMORY"; break; \
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}; \
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std::cerr << " at line " << __LINE__ << " in " << __FILE__ << std::endl; \
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assert(false); \
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} \
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\
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}
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#else
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#else
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#define test_gl_error() while(false) {}
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#define test_gl_error() while(false) {}
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#endif
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#endif
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