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Removed any checkGLError so they do not show
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27aadd24b3
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3 changed files with 0 additions and 7 deletions
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@ -787,7 +787,6 @@ void Application::updateProjectionMatrix(Camera& camera, bool updateViewFrustum)
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tempViewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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}
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glFrustum(left, right, bottom, top, nearVal, farVal);
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gpu::GLBackend::checkGLError();
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// save matrix
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glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&_projectionMatrix);
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@ -132,8 +132,6 @@ GLBackend::~GLBackend() {
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}
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void GLBackend::renderBatch(Batch& batch) {
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checkGLError();
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uint32 numCommands = batch.getCommands().size();
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const Batch::Commands::value_type* command = batch.getCommands().data();
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const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
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@ -146,8 +144,6 @@ void GLBackend::renderBatch(Batch& batch) {
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command++;
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offset++;
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}
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checkGLError();
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}
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void GLBackend::checkGLError() {
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@ -295,8 +295,6 @@ void TextRenderer::drawBatch() {
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return;
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}
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gpu::GLBackend::checkGLError();
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// 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
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/*
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GLint matrixMode;
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