glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
return
end
glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
end
# Draw the dynamic screen to the real screen if `dynamic_resolution_ratio != 1.0`
n_floats = 2
glEnableVertexAttribArray dynres_program.tex_coord.location
glVertexAttribPointeri(dynres_program.tex_coord.location, n_floats, gl_FLOAT, false, 0, offset)
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Draw
glDrawArrays(gl_TRIANGLE_STRIP, 0, 4)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Take down
glBindBuffer(gl_ARRAY_BUFFER, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
sys.perfs["gamnit flat dyn res"].add app.perf_clock_dynamic_resolution.lapse
end
glBindFramebuffer(gl_FRAMEBUFFER, framebuffer)
assert glIsFramebuffer(framebuffer)
self.dynamic_framebuffer = framebuffer
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Depth & texture/color
var depthbuffer = glGenRenderbuffers(1).first
self.depth_renderbuffer = depthbuffer
var texture = glGenTextures(1).first
self.texture = texture
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
resize(display, max_dynamic_resolution_ratio)
assert glCheckFramebufferStatus(gl_FRAMEBUFFER) == gl_FRAMEBUFFER_COMPLETE
buffer_array = glGenBuffers(1).first
glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
assert glIsBuffer(buffer_array)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
## coord
var data = new Array[Float]
glBindBuffer(gl_ARRAY_BUFFER, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
end
# Init size or resize `depth_renderbuffer` and `texture`
assert glIsRenderbuffer(depthbuffer)
glRenderbufferStorage(gl_RENDERBUFFER, gl_DEPTH_COMPONENT16, width, height)
glFramebufferRenderbuffer(gl_FRAMEBUFFER, gl_DEPTH_ATTACHMENT, gl_RENDERBUFFER, depthbuffer)
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Texture
glBindTexture(gl_TEXTURE_2D, texture)
0, gl_RGB, gl_UNSIGNED_BYTE, new Pointer.nul)
glFramebufferTexture2D(gl_FRAMEBUFFER, gl_COLOR_ATTACHMENT0, gl_TEXTURE_2D, texture, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
# Take down
glBindRenderbuffer(gl_RENDERBUFFER, 0)
glBindFramebuffer(gl_FRAMEBUFFER, 0)
- gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
end
var destroyed = false
# Free the buffer
glDeleteBuffers([buffer_array])
- var gl_error = glGetError
- assert gl_error == gl_NO_ERROR else print_error gl_error
+ assert glGetError == gl_NO_ERROR
buffer_array = -1
# Free the dynamic framebuffer and its attachments