Update debugging example code to match Debugging chapter updates.

This commit is contained in:
Joey de Vries
2020-04-29 11:57:45 +02:00
parent 39cdda55e4
commit 6d1136d09a
3 changed files with 15 additions and 13 deletions

View File

@@ -170,6 +170,7 @@ int main()
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------

View File

@@ -164,6 +164,7 @@ int main()
// ------------------------------------------------------------------------
glDeleteVertexArrays(2, VAOs);
glDeleteBuffers(2, VBOs);
glDeleteProgram(shaderProgram);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------

View File

@@ -43,10 +43,10 @@ GLenum glCheckError_(const char *file, int line)
void APIENTRY glDebugOutput(GLenum source,
GLenum type,
GLuint id,
unsigned int id,
GLenum severity,
GLsizei length,
const GLchar *message,
const char *message,
const void *userParam)
{
if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return; // ignore these non-significant error codes
@@ -95,7 +95,7 @@ int main()
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); // comment this line in a release build!
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true); // comment this line in a release build!
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
@@ -125,7 +125,7 @@ int main()
}
// enable OpenGL debug context if context allows for debug context
GLint flags; glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
int flags; glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
if (flags & GL_CONTEXT_FLAG_DEBUG_BIT)
{
glEnable(GL_DEBUG_OUTPUT);
@@ -143,10 +143,10 @@ int main()
Shader shader("debugging.vs", "debugging.fs");
// configure 3D cube
GLuint cubeVAO, cubeVBO;
GLfloat vertices[] = {
unsigned int cubeVAO, cubeVBO;
float vertices[] = {
// back face
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // Bottom-left
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // bottom-left
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
@@ -196,9 +196,9 @@ int main()
// link vertex attributes
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
@@ -243,8 +243,8 @@ int main()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
GLfloat rotationSpeed = 10.0f;
GLfloat angle = (float)glfwGetTime() * rotationSpeed;
float rotationSpeed = 10.0f;
float angle = (float)glfwGetTime() * rotationSpeed;
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0, 0.0f, -2.5));
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 1.0f, 1.0f));
@@ -277,8 +277,8 @@ void renderQuad()
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO
glGenVertexArrays(1, &quadVAO);