Simplified error checking in OPENGL_GAL test.

This commit is contained in:
Maciej Suminski 2016-06-03 15:46:11 +02:00
parent 3e2cae946c
commit 4f7bb4c0f7
1 changed files with 7 additions and 28 deletions

View File

@ -1501,53 +1501,32 @@ void OPENGL_GAL::OPENGL_TEST::Render( wxPaintEvent& WXUNUSED( aEvent ) )
GLenum err = glewInit(); GLenum err = glewInit();
if( GLEW_OK != err ) if( GLEW_OK != err )
{
error( (const char*) glewGetErrorString( err ) ); error( (const char*) glewGetErrorString( err ) );
return;
}
// Check the OpenGL version (minimum 2.1 is required) // Check the OpenGL version (minimum 2.1 is required)
if( !GLEW_VERSION_2_1 ) else if( !GLEW_VERSION_2_1 )
{
error( "OpenGL 2.1 or higher is required!" ); error( "OpenGL 2.1 or higher is required!" );
return;
}
// Framebuffers have to be supported // Framebuffers have to be supported
if( !GLEW_EXT_framebuffer_object ) else if( !GLEW_EXT_framebuffer_object )
{
error( "Framebuffer objects are not supported!" ); error( "Framebuffer objects are not supported!" );
return;
}
// Vertex buffer has to be supported // Vertex buffer has to be supported
if( !GLEW_ARB_vertex_buffer_object ) else if( !GLEW_ARB_vertex_buffer_object )
{
error( "Vertex buffer objects are not supported!" ); error( "Vertex buffer objects are not supported!" );
return;
}
// Prepare shaders // Prepare shaders
if( !m_gal->shader.LoadBuiltinShader( 0, SHADER_TYPE_VERTEX ) ) else if( !m_gal->shader.LoadBuiltinShader( 0, SHADER_TYPE_VERTEX ) )
{
error( "Cannot compile vertex shader!" ); error( "Cannot compile vertex shader!" );
return;
}
if( !m_gal->shader.LoadBuiltinShader( 1, SHADER_TYPE_FRAGMENT ) ) else if( !m_gal->shader.LoadBuiltinShader( 1, SHADER_TYPE_FRAGMENT ) )
{
error( "Cannot compile fragment shader!" ); error( "Cannot compile fragment shader!" );
return;
}
if( !m_gal->shader.Link() ) else if( !m_gal->shader.Link() )
{
error( "Cannot link the shaders!" ); error( "Cannot link the shaders!" );
return;
}
// Check if video card supports textures big enough to fit font atlas
int maxTextureSize; int maxTextureSize;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &maxTextureSize ); glGetIntegerv( GL_MAX_TEXTURE_SIZE, &maxTextureSize );
if( maxTextureSize < (int) bitmap_font.width || maxTextureSize < (int) bitmap_font.height ) if( maxTextureSize < (int) bitmap_font.width || maxTextureSize < (int) bitmap_font.height )