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()); } }
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()); } }