medfall

A super great game engine
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commit 81f084a14db336768a5e83d0df99b2f99333a510
parent b6ad979bf1b1d1931fb2675963e9a9c4bfc30914
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Sat, 21 Oct 2017 13:15:59 +0300

Don't even try the debug extensions in release builds

Diffstat:
gl.cc | 4++++
1 file changed, 4 insertions(+), 0 deletions(-)

diff --git a/gl.cc b/gl.cc @@ -193,8 +193,10 @@ GLFWwindow * gl_init( WindowType window_type ) { const char * name; int enabled; } exts[] = { +#if !RELEASE_BUILD { "KHR_debug", GLAD_GL_KHR_debug }, { "AMD_debug_output", GLAD_GL_AMD_debug_output }, +#endif { "EXT_texture_sRGB", GLAD_GL_EXT_texture_sRGB }, { "EXT_texture_sRGB_decode", GLAD_GL_EXT_texture_sRGB_decode }, { "EXT_texture_compression_s3tc", GLAD_GL_EXT_texture_compression_s3tc }, @@ -210,6 +212,7 @@ GLFWwindow * gl_init( WindowType window_type ) { INFO( "{}: {}", exts[ i ].name, exts[ i ].enabled == 0 ? "missing" : "present" ); } +#if RELEASE_BUILD bool nvidia_and_windows = false; #ifdef PLATFORM_WINDOWS if( strstr( vendor, "NVIDIA" ) ) { @@ -235,6 +238,7 @@ GLFWwindow * gl_init( WindowType window_type ) { glDebugMessageCallbackAMD( ( GLDEBUGPROCAMD ) gl_debug_output_callback_amd, NULL ); glDebugMessageEnableAMD( 0, 0, 0, NULL, GL_TRUE ); } +#endif glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LESS );