Keith Packard <[email protected]> writes: > Eric Anholt <[email protected]> writes: > >> + if (glGetError() == GL_OUT_OF_MEMORY) { > > It seems like you'll need to call this in a loop in case multiple error > bits are set? > > And, don't you need to call this (repeatedly) before the function which > might generate an error in case there was an existing error pending?
I think it's a safe enough assumption that we're not generating non-OOM errors. And, now that we're logging errors, we should get reports of them sooner than we used to. There's a chance that you've triggered a GL_OOM earlier and we just pick it up now, but if that happens then you're already a long way down the undefined results path and there's not much we can sensibly do at this point.
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