We don't want to expose any OpenGL functions to client code. Because if we do, there is a chance we break client code if we switch implementation (Direct3D).
11 lines
317 B
C
11 lines
317 B
C
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#ifndef SPECTRE_GRAPHICS_GL_CHECKERROR_H
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#define SPECTRE_GRAPHICS_GL_CHECKERROR_H
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#include "gl.h"
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#define checkGLError(expr) do { expr; glCheckError(__FILE__, __LINE__, #expr); } while(false)
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void glCheckError(const char *file, unsigned int line, const char *expr);
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#endif /* SPECTRE_GRAPHICS_GL_CHECKERROR_H */
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