mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-25 06:05:45 +00:00
Remove unnecessary exception handling. Hopefully fixes build on linux.
This commit is contained in:
parent
0d98efadc4
commit
8da8b5462b
4 changed files with 116 additions and 144 deletions
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@ -3956,15 +3956,8 @@ void Core::clearResources()
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{
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deletedResources.push_back (resources[i]);
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Resource *r = resources[i];
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try
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{
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r->destroy();
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delete r;
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}
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catch(...)
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{
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errorLog("Resource could not be deleted " + resourceNames[i]);
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}
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r->destroy();
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delete r;
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}
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}
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resourceNames.clear();
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@ -45,10 +45,6 @@ public:
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ref--;
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if (ref == 0)
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destroy();
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/*
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else if (ref < 0)
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throw std::exception("ref count out of bounds < 0");
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*/
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}
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int getRef() { return ref; }
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std::string name;
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232
BBGE/Shader.cpp
232
BBGE/Shader.cpp
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@ -260,130 +260,122 @@ void Shader::load(const std::string &file, const std::string &fragFile)
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g_location_mode = 0;
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g_location_value = 0;
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try
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debugLog("Shader::load 1");
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this->vertFile = file;
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this->fragFile = fragFile;
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//
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// If the required extension is present, get the addresses of its
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// functions that we wish to use...
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//
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const char *vertexShaderStrings[1];
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const char *fragmentShaderStrings[1];
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GLint bVertCompiled;
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GLint bFragCompiled;
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GLint bLinked;
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char str[4096];
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//
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// Create the vertex shader...
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//
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debugLog("Shader::load 2");
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g_vertexShader = glCreateShaderObjectARB( GL_VERTEX_SHADER_ARB );
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unsigned char *vertexShaderAssembly = readShaderFile( file.c_str() );
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vertexShaderStrings[0] = (char*)vertexShaderAssembly;
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glShaderSourceARB( g_vertexShader, 1, vertexShaderStrings, NULL );
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glCompileShaderARB( g_vertexShader);
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delete[] vertexShaderAssembly;
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glGetObjectParameterivARB( g_vertexShader, GL_OBJECT_COMPILE_STATUS_ARB,
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&bVertCompiled );
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if( bVertCompiled == false )
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//if (true)
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{
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debugLog("Shader::load 1");
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this->vertFile = file;
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this->fragFile = fragFile;
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//
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// If the required extension is present, get the addresses of its
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// functions that we wish to use...
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//
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const char *vertexShaderStrings[1];
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const char *fragmentShaderStrings[1];
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GLint bVertCompiled;
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GLint bFragCompiled;
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GLint bLinked;
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char str[4096];
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//
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// Create the vertex shader...
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//
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debugLog("Shader::load 2");
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g_vertexShader = glCreateShaderObjectARB( GL_VERTEX_SHADER_ARB );
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unsigned char *vertexShaderAssembly = readShaderFile( file.c_str() );
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vertexShaderStrings[0] = (char*)vertexShaderAssembly;
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glShaderSourceARB( g_vertexShader, 1, vertexShaderStrings, NULL );
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glCompileShaderARB( g_vertexShader);
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delete[] vertexShaderAssembly;
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glGetObjectParameterivARB( g_vertexShader, GL_OBJECT_COMPILE_STATUS_ARB,
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&bVertCompiled );
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if( bVertCompiled == false )
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//if (true)
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{
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glGetInfoLogARB(g_vertexShader, sizeof(str), NULL, str);
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std::ostringstream os;
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os << "Vertex Shader Compile Error: " << str;
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debugLog(os.str());
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return;
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}
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//
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// Create the fragment shader...
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//
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debugLog("Shader::load 3");
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g_fragmentShader = glCreateShaderObjectARB( GL_FRAGMENT_SHADER_ARB );
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unsigned char *fragmentShaderAssembly = readShaderFile( fragFile.c_str() );
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fragmentShaderStrings[0] = (char*)fragmentShaderAssembly;
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glShaderSourceARB( g_fragmentShader, 1, fragmentShaderStrings, NULL );
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glCompileShaderARB( g_fragmentShader );
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delete[] fragmentShaderAssembly;
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glGetObjectParameterivARB( g_fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB,
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&bFragCompiled );
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if( bFragCompiled == false )
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{
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glGetInfoLogARB( g_fragmentShader, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Fragment Shader Compile Error: " << str;
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debugLog(os.str());
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return;
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}
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debugLog("Shader::load 4");
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//
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// Create a program object and attach the two compiled shaders...
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//
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g_programObj = glCreateProgramObjectARB();
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if (!g_programObj || !g_vertexShader || !g_fragmentShader)
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{
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debugLog("programObj / vertexShader / fragmentShader problem");
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return;
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}
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glAttachObjectARB( g_programObj, g_vertexShader );
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glAttachObjectARB( g_programObj, g_fragmentShader );
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//
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// Link the program object and print out the info log...
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//
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glLinkProgramARB( g_programObj );
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glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked );
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debugLog("Shader::load 5");
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if( bLinked == false )
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{
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glGetInfoLogARB( g_programObj, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Shader Linking Error: " << str;
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debugLog(os.str());
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return;
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}
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//
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// Locate some parameters by name so we can set them later...
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//
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debugLog("Shader::load 6");
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g_location_texture = glGetUniformLocationARB( g_programObj, "tex" );
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g_location_mode = glGetUniformLocationARB( g_programObj, "mode" );
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g_location_value = glGetUniformLocationARB( g_programObj, "value" );
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debugLog("Shader::load 7");
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loaded = true;
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glGetInfoLogARB(g_vertexShader, sizeof(str), NULL, str);
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std::ostringstream os;
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os << "Vertex Shader Compile Error: " << str;
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debugLog(os.str());
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return;
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}
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catch(...)
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//
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// Create the fragment shader...
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//
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debugLog("Shader::load 3");
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g_fragmentShader = glCreateShaderObjectARB( GL_FRAGMENT_SHADER_ARB );
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unsigned char *fragmentShaderAssembly = readShaderFile( fragFile.c_str() );
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fragmentShaderStrings[0] = (char*)fragmentShaderAssembly;
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glShaderSourceARB( g_fragmentShader, 1, fragmentShaderStrings, NULL );
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glCompileShaderARB( g_fragmentShader );
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delete[] fragmentShaderAssembly;
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glGetObjectParameterivARB( g_fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB,
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&bFragCompiled );
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if( bFragCompiled == false )
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{
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debugLog("caught exception in shader::load");
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loaded = false;
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glGetInfoLogARB( g_fragmentShader, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Fragment Shader Compile Error: " << str;
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debugLog(os.str());
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return;
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}
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debugLog("Shader::load 4");
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//
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// Create a program object and attach the two compiled shaders...
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//
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g_programObj = glCreateProgramObjectARB();
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if (!g_programObj || !g_vertexShader || !g_fragmentShader)
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{
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debugLog("programObj / vertexShader / fragmentShader problem");
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return;
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}
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glAttachObjectARB( g_programObj, g_vertexShader );
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glAttachObjectARB( g_programObj, g_fragmentShader );
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//
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// Link the program object and print out the info log...
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//
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glLinkProgramARB( g_programObj );
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glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked );
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debugLog("Shader::load 5");
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if( bLinked == false )
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{
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glGetInfoLogARB( g_programObj, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Shader Linking Error: " << str;
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debugLog(os.str());
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return;
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}
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//
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// Locate some parameters by name so we can set them later...
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//
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debugLog("Shader::load 6");
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g_location_texture = glGetUniformLocationARB( g_programObj, "tex" );
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g_location_mode = glGetUniformLocationARB( g_programObj, "mode" );
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g_location_value = glGetUniformLocationARB( g_programObj, "value" );
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debugLog("Shader::load 7");
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loaded = true;
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#endif
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debugLog("End Shader::load()");
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}
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@ -122,19 +122,10 @@ void StateData::eraseRenderObjects()
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for (int i = 0; i < renderObjects.size(); i++)
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{
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RenderObject *r = renderObjects[i];
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//try
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if (r && !r->isDead())
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{
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if (r && !r->isDead())
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{
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core->enqueueRenderObjectDeletion(renderObjects[i]);
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}
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core->enqueueRenderObjectDeletion(renderObjects[i]);
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}
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/*
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catch(...)
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{
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debugLog("Caught exception in StateData::eraseRenderObjects");
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}
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*/
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}
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renderObjects.clear();
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}
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