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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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Vendored
+2
@@ -1,5 +1,7 @@
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package odin_gl
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package odin_gl
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GL_DEBUG :: #config(GL_DEBUG, ODIN_DEBUG)
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FALSE :: false
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FALSE :: false
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TRUE :: true
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TRUE :: true
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Vendored
+1
-1
@@ -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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// Shader checking and linking checking are identical
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// except for calling differently named GL functions
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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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// 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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import "core:runtime"
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@private
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@private
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Vendored
+1
-1
@@ -2,7 +2,7 @@ package odin_gl
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#assert(size_of(bool) == size_of(u8))
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#assert(size_of(bool) == size_of(u8))
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when !ODIN_DEBUG {
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when !GL_DEBUG {
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// VERSION_1_0
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// VERSION_1_0
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CullFace :: proc "c" (mode: u32) { impl_CullFace(mode) }
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CullFace :: proc "c" (mode: u32) { impl_CullFace(mode) }
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FrontFace :: proc "c" (mode: u32) { impl_FrontFace(mode) }
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FrontFace :: proc "c" (mode: u32) { impl_FrontFace(mode) }
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