Removed any checkGLError so they do not show

This commit is contained in:
Sam Gateau 2014-11-04 17:10:17 -08:00
parent 27aadd24b3
commit 99eb46f218
3 changed files with 0 additions and 7 deletions

View file

@ -787,7 +787,6 @@ void Application::updateProjectionMatrix(Camera& camera, bool updateViewFrustum)
tempViewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
}
glFrustum(left, right, bottom, top, nearVal, farVal);
gpu::GLBackend::checkGLError();
// save matrix
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&_projectionMatrix);

View file

@ -132,8 +132,6 @@ GLBackend::~GLBackend() {
}
void GLBackend::renderBatch(Batch& batch) {
checkGLError();
uint32 numCommands = batch.getCommands().size();
const Batch::Commands::value_type* command = batch.getCommands().data();
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
@ -146,8 +144,6 @@ void GLBackend::renderBatch(Batch& batch) {
command++;
offset++;
}
checkGLError();
}
void GLBackend::checkGLError() {

View file

@ -295,8 +295,6 @@ void TextRenderer::drawBatch() {
return;
}
gpu::GLBackend::checkGLError();
// TODO: Right now the drawBatch is called while calling the draw() function but in the future we'll need to apply the correct transform stack
/*
GLint matrixMode;