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Add GL_DEBUG config that falls back to ODIN_DEBUG to preserve previous behaviour, but allows debug builds without OpenGL debug features
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@@ -46,7 +46,7 @@ get_last_error_message :: proc() -> (compile_message: string, compile_type: Shad
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// Shader checking and linking checking are identical
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// except for calling differently named GL functions
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// it's a bit ugly looking, but meh
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when ODIN_DEBUG {
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when GL_DEBUG {
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import "core:runtime"
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@private
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