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better debug in renderbuffer
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ade824e97c
commit
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@ -85,7 +85,9 @@ renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
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# if CAP_GL
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# if CAP_GL
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if(gl) {
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if(gl) {
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GLERR("renderbuffer init");
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resetbuffer rb;
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resetbuffer rb;
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GLERR("after resetbuffer");
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tx = next_p2(x);
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tx = next_p2(x);
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ty = next_p2(y);
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ty = next_p2(y);
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@ -119,7 +121,7 @@ renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tx, ty);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tx, ty);
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bool has_depth = true;
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bool has_depth = true;
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if(glGetError() != GL_NO_ERROR) {
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if(glGetError() != GL_NO_ERROR) {
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printf("Could not create: GL_DEPTH24_STENCIL8");
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println(hlog, "Could not create: GL_DEPTH24_STENCIL8");
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, tx, ty);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, tx, ty);
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has_depth = false;
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has_depth = false;
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}
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}
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@ -243,7 +245,9 @@ resetbuffer::resetbuffer() {
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#if CAP_GL
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#if CAP_GL
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drawFboId = 0, readFboId = 0;
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drawFboId = 0, readFboId = 0;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
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GLERR("getInteger a");
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
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GLERR("getInteger b");
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#endif
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#endif
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#if CAP_SDL
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#if CAP_SDL
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sreset = s;
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sreset = s;
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