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https://github.com/TorqueGameEngines/Torque3D.git
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* Cleanup: Resolve several compiler warnings associated with TORQUE_DEBUG.
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8b127373c0
commit
39952a490f
7 changed files with 11 additions and 11 deletions
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@ -45,7 +45,7 @@ GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *p
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mFrameAllocatorPtr(NULL)
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{
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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mFrameAllocatorMarkGuard = FrameAllocator::getWaterMark();
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#endif
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@ -90,7 +90,7 @@ GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
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mFrameAllocatorMark = FrameAllocator::getWaterMark();
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mFrameAllocatorPtr = (U8*)FrameAllocator::alloc( size );
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mLockedRect.bits = mFrameAllocatorPtr;
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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mFrameAllocatorMarkGuard = FrameAllocator::getWaterMark();
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#endif
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@ -102,10 +102,10 @@ private:
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//FrameAllocator
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U32 mFrameAllocatorMark;
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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U32 mFrameAllocatorMarkGuard;
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#endif
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U8 *mFrameAllocatorPtr;
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};
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#endif
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#endif
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@ -208,7 +208,7 @@ GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER, GL
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GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer)
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#if TORQUE_DEBUG
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#ifdef TORQUE_DEBUG
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// Handy macro for checking the status of a framebuffer. Framebuffers can fail in
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// all sorts of interesting ways, these are just the most common. Further, no existing GL profiling
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