Beispiel #1
0
void WrappedOpenGL::glDisable(GLenum cap)
{
	m_Real.glDisable(cap);
	
	if(m_State == WRITING_CAPFRAME)
	{
		SCOPED_SERIALISE_CONTEXT(DISABLE);
		Serialise_glDisable(cap);

		m_ContextRecord->AddChunk(scope.Get());
	}
}
Beispiel #2
0
void WrappedOpenGL::glDisable(GLenum cap)
{
	m_Real.glDisable(cap);
	
	if(m_State == WRITING_CAPFRAME)
	{
		// Skip some compatibility caps purely for the sake of avoiding debug message spam.
		// We don't explicitly support compatibility, but where it's trivial we try and support it.
		// If these are enabled anywhere in the program/capture then the replay will probably be
		// wrong, but some legacy codebases running compatibility might still disable these.
		// So we don't skip these on glEnable (they will be serialised, and fire an error as
		// appropriate).
		if(cap == 0x0B50) return; // GL_LIGHTING
		if(cap == 0x0BC0) return; // GL_ALPHA_TEST

		SCOPED_SERIALISE_CONTEXT(DISABLE);
		Serialise_glDisable(cap);

		m_ContextRecord->AddChunk(scope.Get());
	}
}