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#include "AppHdr.h"
#ifdef USE_TILE_LOCAL
#ifdef USE_GL
#include "glwrapper-ogl.h"
// How do we get access to the GL calls?
// If other UI types use the -ogl wrapper they should
// include more conditional includes here.
#ifdef USE_SDL
# ifdef USE_GLES
# ifdef __ANDROID__
# include <SDL.h>
# else
# include <SDL2/SDL.h>
# include <SDL_gles.h>
# endif
# include <GLES/gl.h>
# else
# include <SDL_opengl.h>
# include <SDL_video.h>
# endif
#endif
#include "options.h"
#include "stringutil.h"
#include "tilesdl.h"
#ifdef __ANDROID__
# include <android/log.h>
#endif
// TODO: if this gets big enough, pull out into opengl-utils.cc/h or sth
namespace opengl
{
bool check_texture_size(const char *name, int width, int height)
{
int max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
if (width > max_texture_size || height > max_texture_size)
{
mprf(MSGCH_ERROR,
"Texture %s is bigger than maximum driver texture size "
"(%d,%d vs. %d). Sprites from this texture will not display "
"properly.",
name, width, height, max_texture_size);
return false;
}
return true;
}
static string _gl_error_to_string(GLenum e)
{
switch (e)
{
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
#ifndef __ANDROID__
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
#endif
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY (fatal)";
case GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
default:
return make_stringf("Unknown OpenGL error %d", e);
}
}
/**
* Log any opengl errors to console. Will crash if a really bad one occurs.
*
* @return true if there were any errors.
*/
bool flush_opengl_errors()
{
GLenum e = GL_NO_ERROR;
bool fatal = false;
bool errors = false;
do
{
e = glGetError();
if (e != GL_NO_ERROR)
{
errors = true;
if (e == GL_OUT_OF_MEMORY)
fatal = true;
mprf(MSGCH_ERROR, "OpenGL error %s",
_gl_error_to_string(e).c_str());
}
} while (e != GL_NO_ERROR);
if (fatal)
die("Fatal OpenGL error; giving up");
return errors;
}
}
/////////////////////////////////////////////////////////////////////////////
// Static functions from GLStateManager
GLStateManager *glmanager = nullptr;
void GLStateManager::init()
{
if (glmanager)
return;
glmanager = new OGLStateManager();
}
void GLStateManager::shutdown()
{
delete glmanager;
glmanager = nullptr;
}
/////////////////////////////////////////////////////////////////////////////
// Static functions from GLShapeBuffer
GLShapeBuffer *GLShapeBuffer::create(bool texture, bool colour,
drawing_modes prim)
{
return new OGLShapeBuffer(texture, colour, prim);
}
/////////////////////////////////////////////////////////////////////////////
// OGLStateManager
OGLStateManager::OGLStateManager()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0, 0.0, 0.0, 1.0f);
glDepthFunc(GL_LEQUAL);
m_window_height = 0;
#ifndef USE_GLES
// TODO: we probably can do this for GLES TOO, but maybe requires tweaks?
// OpenGL doesn't specify what the GetProcAddress function returns
// if the implementation does not support a function
// (e.g. because it doesn't support the OpenGL version in question)
// So we need to check the version before we try to get the
// glGenerateMipmap function.
const GLubyte* versionString = glGetString(GL_VERSION);
if (versionString == nullptr)
{
mprf("Mipmap Setup: Failed to load OpenGL version.");
return;
}
// We will never see 2 digit OpenGL major versions - 4.6 came out in 2016,
// and Vulkan is carrying the torch now
//
// It's doubtful we'll even see an OpenGL 5.
// But we'll be paranoid. We'll consider OpenGL 3.X - 9.X as all fine
bool supported_first_digit = ('3' <= versionString[0]) &&
(versionString[0] <= '9');
// Anything other than X.Y would be very weird.
// It's incredibly unlikely OpenGL 10 will ever exist.
bool second_character_is_dot = versionString[1] == '.';
if (!supported_first_digit || !second_character_is_dot)
{
mprf("Mipmap Setup: Disabled because OpenGL version: %s does not "
"provide glGenerateMipmap.", versionString);
return;
}
// We have to load the library dynamically before we can load the function
// from the library via GetProcAddress.
// That's how dynamic loading works.
// It's possible the library is already loaded anyway,
// but we're being careful here.
if (SDL_GL_LoadLibrary(NULL) != 0)
{
// success == 0 for this API.
// If we can't load it, we probably wouldn't get this far at all.
// But just in case, we'll handle it.
mprf("Mipmap Setup: Disabled because SDL_GL_LoadLibrary failed.");
return;
}
// Because we already checked the version is higher enough,
// SDL_GL_GetProcAddress should always get a non-null pointer back.
// But we'll log in case this does somehow happen.
m_mipmapFn = SDL_GL_GetProcAddress("glGenerateMipmap");
if (m_mipmapFn == nullptr)
{
mprf("Mipmap Setup: Failed to load glGenerateMipmap function.");
return;
}
else
{
mprf("Mipmap Setup: success, loaded with OpenGL version: %s",
versionString);
}
#else
mprf("Mipmap Setup: skipped, not supported in this build configuration.");
#endif
}
void OGLStateManager::set(const GLState& state)
{
if (state.array_vertex != m_current_state.array_vertex)
{
if (state.array_vertex)
{
glEnableClientState(GL_VERTEX_ARRAY);
glDebug("glEnableClientState(GL_VERTEX_ARRAY)");
}
else
{
glDisableClientState(GL_VERTEX_ARRAY);
glDebug("glDisableClientState(GL_VERTEX_ARRAY)");
}
}
if (state.array_texcoord != m_current_state.array_texcoord)
{
if (state.array_texcoord)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDebug("glEnableClientState(GL_TEXTURE_COORD_ARRAY)");
}
else
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDebug("glDisableClientState(GL_TEXTURE_COORD_ARRAY)");
}
}
if (state.array_colour != m_current_state.array_colour)
{
if (state.array_colour)
{
glEnableClientState(GL_COLOR_ARRAY);
glDebug("glEnableClientState(GL_COLOR_ARRAY)");
}
else
{
glDisableClientState(GL_COLOR_ARRAY);
glDebug("glDisableClientState(GL_COLOR_ARRAY)");
// [enne] This should *not* be necessary, but the Linux OpenGL
// driver that I'm using sets this to the last colour of the
// colour array. So, we need to unset it here.
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDebug("glColor4f(1.0f, 1.0f, 1.0f, 1.0f)");
}
}
if (state.texture != m_current_state.texture)
{
if (state.texture)
{
glEnable(GL_TEXTURE_2D);
glDebug("glEnable(GL_TEXTURE_2D)");
}
else
{
glDisable(GL_TEXTURE_2D);
glDebug("glDisable(GL_TEXTURE_2D)");
}
}
if (state.blend != m_current_state.blend)
{
if (state.blend)
{
glEnable(GL_BLEND);
glDebug("glEnable(GL_BLEND)");
}
else
{
glDisable(GL_BLEND);
glDebug("glDisable(GL_BLEND)");
}
}
if (state.depthtest != m_current_state.depthtest)
{
if (state.depthtest)
{
glEnable(GL_DEPTH_TEST);
glDebug("glEnable(GL_DEPTH_TEST)");
}
else
{
glDisable(GL_DEPTH_TEST);
glDebug("glEnable(GL_DEPTH_TEST)");
}
}
if (state.alphatest != m_current_state.alphatest
|| state.alpharef != m_current_state.alpharef)
{
if (state.alphatest)
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_NOTEQUAL, state.alpharef);
glDebug("glAlphaFunc(GL_NOTEQUAL, state.alpharef)");
}
else
{
glDisable(GL_ALPHA_TEST);
glDebug("glDisable(GL_ALPHA_TEST)");
}
}
if (state.colour != m_current_state.colour)
{
glColor4f(state.colour.r, state.colour.g,
state.colour.b, state.colour.a);
glDebug("glColor4f");
}
m_current_state = state;
}
struct {
GLW_3VF trans, scale;
} current_transform;
void OGLStateManager::set_transform(const GLW_3VF &trans, const GLW_3VF &scale)
{
glLoadIdentity();
glTranslatef(trans.x, trans.y, trans.z);
glScalef(scale.x, scale.y, scale.z);
current_transform = { trans, scale };
}
void OGLStateManager::reset_transform()
{
set_transform({0,0,0}, {1,1,1});
}
void OGLStateManager::get_transform(GLW_3VF *trans, GLW_3VF *scale)
{
if (trans)
*trans = current_transform.trans;
if (scale)
*scale = current_transform.scale;
}
int OGLStateManager::logical_to_device(int n) const
{
return display_density.logical_to_device(n);
}
int OGLStateManager::device_to_logical(int n, bool round) const
{
return display_density.device_to_logical(n, round);
}
void OGLStateManager::set_scissor(int x, int y, unsigned int w, unsigned int h)
{
glEnable(GL_SCISSOR_TEST);
glScissor(logical_to_device(x), logical_to_device(m_window_height-y-h),
logical_to_device(w), logical_to_device(h));
}
void OGLStateManager::reset_scissor()
{
glDisable(GL_SCISSOR_TEST);
}
void OGLStateManager::reset_view_for_resize(const coord_def &m_windowsz,
const coord_def &m_drawablesz)
{
glViewport(0, 0, m_drawablesz.x, m_drawablesz.y);
m_window_height = m_windowsz.y;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// For ease, vertex positions are pixel positions.
#ifdef USE_GLES
# ifdef __ANDROID__
glOrthof(0, m_windowsz.x, m_windowsz.y, 0, -1000, 1000);
# else
glOrthox(0, m_windowsz.x, m_windowsz.y, 0, -1000, 1000);
# endif
#else
glOrtho(0, m_windowsz.x, m_windowsz.y, 0, -1000, 1000);
#endif
glDebug("glOrthof");
}
void OGLStateManager::pixelstore_unpack_alignment(unsigned int bpp)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, bpp);
glDebug("glPixelStorei");
}
void OGLStateManager::delete_textures(size_t count, unsigned int *textures)
{
glDeleteTextures(count, (GLuint*)textures);
glDebug("glDeleteTextures");
}
void OGLStateManager::generate_textures(size_t count, unsigned int *textures)
{
glGenTextures(count, (GLuint*)textures);
glDebug("glGenTextures");
}
void OGLStateManager::bind_texture(unsigned int texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
glDebug("glBindTexture");
}
void OGLStateManager::load_texture(unsigned char *pixels, unsigned int width,
unsigned int height, MipMapOptions mip_opt,
int xoffset, int yoffset)
{
// Assumptions...
#ifdef __ANDROID__
const GLenum bpp = GL_RGBA;
#else
const unsigned int bpp = 4;
#endif
const GLenum texture_format = GL_RGBA;
const GLenum format = GL_UNSIGNED_BYTE;
// Also assume that the texture is already bound using bind_texture
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDebug("glTexEnvf");
#ifdef GL_CLAMP
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
#else
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glDebug("glTexParameterf GL_TEXTURE_WRAP_S");
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glDebug("glTexParameterf GL_TEXTURE_WRAP_T");
#endif
#ifndef USE_GLES
if (mip_opt == MIPMAP_CREATE)
{
// TODO: should min react to Options.tile_filter_scaling?
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
m_mipmapFn != nullptr ? GL_LINEAR_MIPMAP_NEAREST :
Options.tile_filter_scaling ? GL_LINEAR :
GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
Options.tile_filter_scaling ? GL_LINEAR : GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, bpp, width, height, 0,
texture_format, format, pixels);
// TODO: possibly restructure this into the main block below
// so that we support mipmapping when glTexSubImage2D should be called.
if (m_mipmapFn != nullptr)
{
PFNGLGENERATEMIPMAPPROC mipmapFn =
reinterpret_cast<PFNGLGENERATEMIPMAPPROC>(m_mipmapFn);
mipmapFn(GL_TEXTURE_2D);
}
}
else
#endif
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
Options.tile_filter_scaling ? GL_LINEAR : GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
Options.tile_filter_scaling ? GL_LINEAR : GL_NEAREST);
if (xoffset >= 0 && yoffset >= 0)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, xoffset, yoffset, width, height,
texture_format, format, pixels);
glDebug("glTexSubImage2D");
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, bpp, width, height, 0,
texture_format, format, pixels);
glDebug("glTexImage2D");
}
}
}
void OGLStateManager::reset_view_for_redraw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, 1.0f);
glDebug("glTranslatef");
}
bool OGLStateManager::glDebug(const char* msg) const
{
#if defined(__ANDROID__) || defined(DEBUG_DIAGNOSTICS)
int e = glGetError();
if (e > 0)
{
# ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl.gl", "ERROR %x: %s", e, msg);
# else
fprintf(stderr, "OGLStateManager ERROR %x: %s\n", e, msg);
# endif
return true;
}
#else
UNUSED(msg);
#endif
return false;
}
/////////////////////////////////////////////////////////////////////////////
// OGLShapeBuffer
OGLShapeBuffer::OGLShapeBuffer(bool texture, bool colour, drawing_modes prim) :
m_prim_type(prim),
m_texture_verts(texture),
m_colour_verts(colour)
{
ASSERT(prim == GLW_RECTANGLE || prim == GLW_LINES);
}
const char *OGLShapeBuffer::print_statistics() const
{
return nullptr;
}
unsigned int OGLShapeBuffer::size() const
{
return m_position_buffer.size();
}
void OGLShapeBuffer::add(const GLWPrim &rect)
{
switch (m_prim_type)
{
case GLW_RECTANGLE:
add_rect(rect);
break;
case GLW_LINES:
add_line(rect);
break;
default:
die("Invalid primitive type");
break;
}
}
void OGLShapeBuffer::add_rect(const GLWPrim &rect)
{
// Copy vert positions
size_t last = m_position_buffer.size();
m_position_buffer.resize(last + 4);
m_position_buffer[last ].set(rect.pos_sx, rect.pos_sy, rect.pos_z);
m_position_buffer[last + 1].set(rect.pos_sx, rect.pos_ey, rect.pos_z);
m_position_buffer[last + 2].set(rect.pos_ex, rect.pos_sy, rect.pos_z);
m_position_buffer[last + 3].set(rect.pos_ex, rect.pos_ey, rect.pos_z);
// Copy texture coords if necessary
if (m_texture_verts)
{
last = m_texture_buffer.size();
m_texture_buffer.resize(last + 4);
m_texture_buffer[last ].set(rect.tex_sx, rect.tex_sy);
m_texture_buffer[last + 1].set(rect.tex_sx, rect.tex_ey);
m_texture_buffer[last + 2].set(rect.tex_ex, rect.tex_sy);
m_texture_buffer[last + 3].set(rect.tex_ex, rect.tex_ey);
}
// Copy vert colours if necessary
if (m_colour_verts)
{
last = m_colour_buffer.size();
m_colour_buffer.resize(last + 4);
m_colour_buffer[last ].set(rect.col_s);
m_colour_buffer[last + 1].set(rect.col_e);
m_colour_buffer[last + 2].set(rect.col_s);
m_colour_buffer[last + 3].set(rect.col_e);
}
// build indices
last = m_ind_buffer.size();
if (last > 3)
{
// This is not the first box so make FOUR degenerate triangles
m_ind_buffer.resize(last + 6);
unsigned short int val = m_ind_buffer[last - 1];
// the first three degens finish the previous box and move
// to the first position of the new one we just added and
// the fourth degen creates a triangle that is a line from p1 to p3
m_ind_buffer[last ] = val++;
m_ind_buffer[last + 1] = val;
// Now add as normal
m_ind_buffer[last + 2] = val++;
m_ind_buffer[last + 3] = val++;
m_ind_buffer[last + 4] = val++;
m_ind_buffer[last + 5] = val;
}
else
{
// This is the first box so don't bother making any degenerate triangles
m_ind_buffer.resize(last + 4);
m_ind_buffer[0] = 0;
m_ind_buffer[1] = 1;
m_ind_buffer[2] = 2;
m_ind_buffer[3] = 3;
}
}
void OGLShapeBuffer::add_line(const GLWPrim &rect)
{
// Copy vert positions
size_t last = m_position_buffer.size();
m_position_buffer.resize(last + 2);
m_position_buffer[last ].set(rect.pos_sx, rect.pos_sy, rect.pos_z);
m_position_buffer[last + 1].set(rect.pos_ex, rect.pos_ey, rect.pos_z);
// Copy texture coords if necessary
if (m_texture_verts)
{
last = m_texture_buffer.size();
m_texture_buffer.resize(last + 2);
m_texture_buffer[last ].set(rect.tex_sx, rect.tex_sy);
m_texture_buffer[last + 1].set(rect.tex_ex, rect.tex_ey);
}
// Copy vert colours if necessary
if (m_colour_verts)
{
last = m_colour_buffer.size();
m_colour_buffer.resize(last + 2);
m_colour_buffer[last ].set(rect.col_s);
m_colour_buffer[last + 1].set(rect.col_e);
}
}
// Draw the buffer
void OGLShapeBuffer::draw(const GLState &state)
{
if (m_position_buffer.empty())
return;
if (!state.array_vertex)
return;
glmanager->set(state);
glVertexPointer(3, GL_FLOAT, 0, &m_position_buffer[0]);
glDebug("glVertexPointer");
if (state.array_texcoord && m_texture_verts)
glTexCoordPointer(2, GL_FLOAT, 0, &m_texture_buffer[0]);
glDebug("glTexCoordPointer");
if (state.array_colour && m_colour_verts)
glColorPointer(4, GL_UNSIGNED_BYTE, 0, &m_colour_buffer[0]);
glDebug("glColorPointer");
switch (m_prim_type)
{
case GLW_RECTANGLE:
glDrawElements(GL_TRIANGLE_STRIP, m_ind_buffer.size(),
GL_UNSIGNED_SHORT, &m_ind_buffer[0]);
break;
case GLW_LINES:
glDrawArrays(GL_LINES, 0, m_position_buffer.size());
break;
default:
die("Invalid primitive type");
break;
}
glDebug("glDrawElements");
}
void OGLShapeBuffer::clear()
{
m_position_buffer.clear();
m_ind_buffer.clear();
m_texture_buffer.clear();
m_colour_buffer.clear();
}
bool OGLShapeBuffer::glDebug(const char* msg) const
{
#if defined(__ANDROID__) || defined(DEBUG_DIAGNOSTICS)
int e = glGetError();
if (e > 0)
{
# ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl.gl", "ERROR %x: %s", e, msg);
# else
fprintf(stderr, "OGLShapeBuffer ERROR %x: %s\n", e, msg);
# endif
return true;
}
#else
UNUSED(msg);
#endif
return false;
}
#endif // USE_GL
#endif // USE_TILE_LOCAL
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