for actor in actors do
for leaf in actor.model.leaves do
leaf.material.draw(actor, leaf, app.world_camera)
+ assert glGetError == gl_NO_ERROR else print_error "Gamnit error on material {leaf.material.class_name}"
end
end
perfs["gamnit depth actors"].add frame_core_depth_clock.lapse
# Toggle writing to the depth buffer for particles effects
glDepthMask false
- for system in particle_systems do system.draw
+ for system in particle_systems do
+ system.draw
+ assert glGetError == gl_NO_ERROR else print_error "OpenGL error in {system}"
+ end
glDepthMask true
perfs["gamnit depth particles"].add frame_core_depth_clock.lapse
else
glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
+
+ assert glGetError == gl_NO_ERROR
end
private fun setup_lights(actor: Actor, model: LeafModel, camera: Camera, program: BlinnPhongProgram)