update gl::to_string
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be6710bc83
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6f765cda7c
@ -61,7 +61,9 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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glGenRenderbuffers(1, &depth);
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glGenRenderbuffers(1, &depth);
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glBindRenderbuffer(GL_RENDERBUFFER, depth);
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glBindRenderbuffer(GL_RENDERBUFFER, depth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth);
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glFramebufferRenderbuffer(
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GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth
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);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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@ -49,6 +49,20 @@ namespace gl {
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/// TODO: extend
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/// TODO: extend
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inline const char* to_string(GLenum item) {
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inline const char* to_string(GLenum item) {
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switch (item) {
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switch (item) {
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case GL_INVALID_ENUM:
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return "invalid enum";
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case GL_INVALID_VALUE:
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return "invalid value";
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case GL_INVALID_OPERATION:
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return "invalid operation";
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case GL_STACK_OVERFLOW:
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return "stack overflow";
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case GL_STACK_UNDERFLOW:
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return "stack underflow";
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case GL_OUT_OF_MEMORY:
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return "out of memory";
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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return "invalid framebuffer operation";
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case GL_FRAMEBUFFER_UNDEFINED:
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case GL_FRAMEBUFFER_UNDEFINED:
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return "framebuffer undefined";
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return "framebuffer undefined";
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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