Kaydet (Commit) c6d1ffb2 authored tarafından Markus Mohrhard's avatar Markus Mohrhard Kaydeden (comit) Markus Mohrhard

add a lot more debugging lines

Change-Id: I9b79845f5171c19c2b6f5214c9c307e0cfeaeec5
üst 9dcd9dad
......@@ -563,6 +563,7 @@ int OpenGLRender::SetLine2DShapePoint(float x, float y, int listLength)
int OpenGLRender::RenderLine2FBO(int)
{
CHECK_GL_ERROR();
glLineWidth(m_fLineWidth);
size_t listNum = m_Line2DShapePointList.size();
for (size_t i = 0; i < listNum; i++)
......@@ -595,6 +596,7 @@ int OpenGLRender::RenderLine2FBO(int)
}
m_iPointNum = 0;
GLenum status;
CHECK_GL_ERROR();
CHECK_GL_FRAME_BUFFER_STATUS();
return 0;
}
......@@ -690,6 +692,7 @@ void OpenGLRender::renderToBitmap()
int OpenGLRender::RenderTexture2FBO(GLuint TexID)
{
CHECK_GL_ERROR();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_FALSE);
glUseProgram(m_RenderProID);
......@@ -721,6 +724,7 @@ int OpenGLRender::RenderTexture2FBO(GLuint TexID)
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glDepthMask(GL_TRUE);
CHECK_GL_ERROR();
return 0;
}
......@@ -1285,6 +1289,7 @@ int OpenGLRender::Bubble2DShapePoint(float x, float y, float directionX, float d
int OpenGLRender::RenderBubble2FBO(int)
{
CHECK_GL_ERROR();
size_t listNum = m_Bubble2DShapePointList.size();
for (size_t i = 0; i < listNum; i++)
{
......@@ -1329,8 +1334,10 @@ int OpenGLRender::RenderBubble2FBO(int)
GLenum fbResult = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if( fbResult != GL_FRAMEBUFFER_COMPLETE )
{
SAL_WARN("chart2.opengl", "error");
return -1;
}
CHECK_GL_ERROR();
return 0;
}
......@@ -1532,6 +1539,7 @@ int OpenGLRender::CreateTextTexture(::rtl::OUString textValue, sal_uInt32 color,
int OpenGLRender::RenderTextShape()
{
CHECK_GL_ERROR();
m_fZStep += 0.01f;
size_t listNum = m_TextInfoList.size();
for (size_t i = 0; i < listNum; i++)
......@@ -1580,6 +1588,7 @@ int OpenGLRender::RenderTextShape()
glDeleteTextures(1, &textInfo.texture);
m_TextInfoList.pop_front();
}
CHECK_GL_ERROR();
return 0;
}
......@@ -1646,6 +1655,8 @@ int OpenGLRender::SetArea2DShapePoint(float x, float y, int listLength)
int OpenGLRender::RenderArea2DShape()
{
CHECK_GL_ERROR();
glDisable(GL_MULTISAMPLE);
size_t listNum = m_Area2DShapePointList.size();
PosVecf3 trans = {0.0f, 0.0f, 0.0f};
......@@ -1685,6 +1696,9 @@ int OpenGLRender::RenderArea2DShape()
}
glEnable(GL_MULTISAMPLE);
m_fZStep += 0.01f;
CHECK_GL_ERROR();
return 0;
}
......
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